I’m helping out with Roguelike Celebration 2025, the now ten-year-running conference-like thing about all things roguelike, roguelite, and roguelike-adjacent. Yes, I’ve presented there three times so far, and figured it was time to give back!
While RC got its start as an in-person conference, when the pandemic hit they switched over to being entirely virtual, presented through video feed. All of their talks end up posted online, so anyone can see them for years after. But if you can attend during the conference you can participate in chat, ask questions of the speakers, and explore a very clever MUD-like chat interface!
I’ve tried to spread the word about Roguelike Celebration where I can, through social media and this very blog here. Every year they have several very interesting talks that, if you read Set Side B, I know you’d be interested in seeing. They’ve hosted Tarn Adams, co-creator of Dwarf Fortress, the creators of the original Rogue, and many other thoughtful speakers.
This year Roguelike Celebration takes place October 25-26. They sell tickets, but they also let people who are strapped for cash apply for a free ticket. (If you can pay for admission though, please do, as it takes money to run an event like this.)
And if you have a roguelike, or even vaguely-related project, please please please answer their Call For Proposals, to apply to present your work to their devoted audience of extremely thoughtful attendees! The CFP site is here, and their deadline has been extended to July 20th, so you have about three weeks to get in your proposal!
Give it a shot, it’s a great way to spread the word about roguelike work, or about a procedurally-generated game you’re interested in, or just something you think the world should know about.
By volume most game players, let’s be frank, are interested in the big AAA productions. But there are lots of people out there who are willing to give indies a chance, which roguelike games often are, and we have to stick together. Not only to talk with each other and build those connections, but to do it in public, non-corporate venues. Reddit largely is a sham these days, more interested in monetizing their userbase, and Discord isn’t web-searchable, and requires navigating a maze of requests that you upgrade to “Nitro.”
I do not lie: little volunteer-run organizations like Roguelike Celebration are a lot closer to the true spirit of the internet, and the World Wide Web, than those are. So please keep them in your thoughts, if you can buy a ticket, and if you have something to present, answer their CFP! You won’t regret any of those things.
This one’s for the hardcore techies out there. Computer Archeology is a terrific site with information on the inner workings of several prominent games. One of their most complete and detailed is on the code and hardware of arcade Space Invaders, including a disassembly. While it is not, as the page says, “one of the first” arcade video games, not unless you count everything manufactured between 1972 and 1978 as unimportant, there’s a vast amount of good information there.
Some of the info revealed:
The game tracks five objects every frame. The player’s base, their shot, and three invader shots. The invaders don’t “count” as moving objects; the Mystery Ship temporarily replaces one of the shots, meaning, while it’s on-screen the aliens can only have two shots on-screen instead of three.
Only one of the shots is “aimed” to fall on or near the player. The others are just dropped wherever.
There is a bug where the player’s shot hitting the rightmost shield on the right edge of the screen can be misinterpreted as hitting the last invader on the very left edge.
The reason the invaders speed up as their numbers are diminished is because the game draws the new position of exactly one invader into the framebuffer per frame. Fewer invaders means each gets to move more often, until the last one gets to move every frame.
Is that hyperbolic? It probably is. But the heart wants what it wants, and what mine wants is CP/M for the MOS 6502 processor. Set Side B is a blog about computer entertainment, in all its many forms, and this qualifies in my mind, because it’s not like anyone’s going to be using it do real work. Right?
I found out about it through the (mostly) wonderful blog The Oasis BBS. It’s called CP/M 65, and it was made possible when CP/M’s source was opened in 2022. Wait, maybe I should explain what CP/M is. Sure, it has a Wikipedia page, but I like explaining it.
Output of the DIR command on the C64 with the system disk in the drive.
Gary Kildall created CP/M, “Control Program for Microcomputers,” for the Z80 microprocessor, and it became the first widely-used standard OS for home computing. Its importance and influence cannot possibly be overstated: PC-DOS (later known as MS-DOS) was created as a clone of CP/M for the 8086 processor, meaning, the reason .COM files are still technically considered executables, and why we still have drive letters in Windows 11, are both directly because of CP/M.
A case could be made that, if IBM hadn’t made the IBM PC out of standard parts, making possible the huge market for clone machines, it’d still be a CP/M world today, in some way. It was the first standard OS, one where it ran on machines made by more than one manufacturer. Many of the CP/M machines companies, the Kaypros and Osbournes, are gone now, but they had quite a large niche at one time.
Conway’s Game of Life, for CP/M 65. Because it’s not really a computer until someone’s run Life on it.
Commodore released a CP/M cartridge for the Commdore 64, an amazingly ridiculous and rare package because the C64 used a 6502 processor. The cartridge worked only because it contained a Z80 processor inside itself, and put the 6502 in the system to sleep to do work. It ran much more slowly than other CP/M systems, and on top of that it still had to use Commodore’s 1541 disk drive, a fatal flaw, because it meant that while it could run CP/M software, it couldn’t read the disks that had them, because CP/M’s native disk format couldn’t be read by the 1541’s read heads. (The C128 had a built-in Z80, and the 1571 disk drive that was made for it could read CP/M disks natively, but by that time CP/M was already dying, pushed out by the PC standard and all those clones I mentioned.)
This thing I’m posting about, CP/M 65, has no relationship to that woeful product. It’s a port of CP/M to the 6502 processor. It can’t run Z80 CP/M software. But in all other senses, it is CP/M. What that means is that it has its own BIOS.
CP/M’s BIOS is what allowed its software to run machines made by different manufacturers. The BIOS acted as a translation layer between the hardware and the software. Programs wouldn’t interact with the hardware directly, but instead make calls through the BIOS whenever they needed to use some part of the hardware, like when it needed to access the disk or output characters to the screen. The result was that unless the software was written specifically to take advantage of a computer’s specialized hardware anything extra it had would go unused, but it also meant that a software developer could write one program and, so long as it restricted itself to interacting with the system through that BIOS, it could run on any CP/M machine that could read the disk.
DIR is the built-in CP/M command to report disk contents, but this release contains LS for those with that muscle memory.
CP/M 65 provides such a BIOS for all of its supported platforms, and as a result, while using it will give you a plane-jane, character-mode program, it’ll let you write a program that will run on any of them. Indeed, since this version of CP/M supports relocating executables, its programs can run on a much wider variety of hardware than original CP/M could. You can write a single program that can run on a Commodore 64, VIC-20, BBC Micro, Atari 8-bit, Apple II, KIM-1(!) and, if you can find the incredibly obscure keyboard and disk drive hardware for it or else emulate them, the Super Nintendo Entertainment System(!!).
But on a C64 it shines slightly more than the others, because it has integrated fastload routines, meaning that it gets around the C64’s greatest flaw, its horribly slow disk drive.
So this basically means now 6502s have their own cross-platform version of DOS, or something a lot like it. It has little software, but it does have an assembler, and a version of BASIC, and if you don’t mind writing it on a (pah!) modern computer, you can also write programs for it in other languages.
Behold the PETSCII Mandelbrot set!
If you want to try this wonderfully misbegotten thing, something like Frankenstein’s Monster wearing a ribbon, its GitHub is here, and you can find binary release disk images here. The one with the extension .d64 is the C64 version, and it loads right up in the Commodore computer emulator VICE, although I found out it’ll fail to boot unless you turn on “True Disk Emulation” for Drive 8. But it works! It comes with an assembler and BASIC, and a vi-like text editor, an implementation of Conway’s Life, and even a Mandelbrot set plotter. I kind of want to write software for it!
CORRECTION: Silly me, here I was assuming that CP/M 65 itself was a fairly recent thing, but as it turns out it’s been around for around 30 years!
CORRECTION FOR THE CORRECTION: Well the guy working in this very long Youtube playlist (maybe 31 hours?) created it in 2022, which isn’t 30 years ago. Ah well!
Loadstar was a disk magazine for the Commodore 64 that lasted for 22 years! I’ve been put in charge of organizing its archives. From time to time I’ll present something interesting from its thousands of published items.
Even though I’ve been spending a lot of time working on the Loadstar project, I’m trying not to overwhelm this blog with items related to this Commodore 64 disk magazine. So for the time being I’m restricting myself to weekly Loadstar posts at most. Maybe on Wednesday? How would “Loadstar Lendsday” be as a name? Hm, not great. I’ll work on it.
This week I bring you one of the most polished games Loadstar published, Zorphon by Nick Peck, from issue 39. Here’s some demonstration video I recorded and posted to Youtube (13 minutes):
While he did have a few miscellaneous other items published on its disks, Nick Peck only ever made two games for Loadstar. Both are great, technically impressive, programmed entirely in machine code, and challenging. (The other is Paragon, from Issue 50.)
Zorphon is a space shooter in the vein of Gorf, where each stage offers different gameplay. Zorphon has three stages that loop, although there is an extra one, “Genesis,” that plays before the first loop, that’s only encountered at the beginning of the game.
You have your standard-issue spaceship that’s locked to the bottom of the screen, that can only move left and right, like the ships in Space Invaders, Galaxian and Galaga. This poses special problems in the stage that plays like Centipede: if one of the purple space bugs makes it down to your ship’s level it’s done for, because it’s not possible then to shoot or dodge it at that point, so it’s essential to ensure that doesn’t happen.
I played this game long ago, when it had just appeared in the magazine’s September 1987 issue, and even though it’s a fairly simple game, its quality has stayed with me all these years. There are different ways to represent moving objects on the Commodore 64. The most obvious, and smoothest, way is using its hardware sprites, but there are only eight of them. You could use sprite multiplexing to reuse them as the raster beam traces down the screen, but that poses certain limitations on the graphics and gameplay.
Zorphon instead chooses a different means of representing enemies, it draws them on the character map. That means that the attacking aliens can only be displayed on character grid boundaries, which is a drawback, but it takes the cap off of the number of foes the C64’s VIC-II chip can display. You also get free collision detection: just check the register at memory location $D01E (53278) to see if the sprite that represents the player’s ship comes in contact with any background graphics data. This method means the collision detection is pixel perfect, the flag isn’t set if the sprite overlaps empty portions of a character cell. This isn’t always desirable, but the ship in Zorphon is large and chunky, so mis-detected collisions are unlikely.
Zorphon is, of course, in the archive of Loadstar Compleat that I maintain, although admittedly it is $15 there. You could also play it on the Internet Archive’s emulation of it. That is a “cracked” version though, which I find funny because Loadstar is for the most part not copy-protected. It will offer you unlimited lives, which is also funny since it’s a score attack game, and running out of lives is the only way for it to end. I think Loadstar #39 is also available there somewhere, but I can’t seem to find it easily.
If you decide to try it, by however means, here’s some tips.
All the stages of Zorphon are made more challenging by your ship’s limited firepower, having only one shot onscreen at a time. If you miss your shot you’ll have to wait until the other one exits the screen to try again, and that can take two or three whole seconds. Getting into a rhythm of shooting at monsters helps a lot, especially in the first stage, which is all about finding that rhythm.
The bouncing enemies phase of the first level, Genesis. Until you figure out how to clear all of them, you’ll be stuck cycling between Genesis’ two phases.
The first stage, Genesis, has two phases. The first end when you shoot enough of the red TIE-Fighter enemies, but to finish the second you must destroy all of the blue bouncing aliens within a limited number of passes. If you don’t get all of them in time, they’ll completely replenish, and if you fail at it again you’ll be sent back to the TIE-fighter phase!
The blue bouncing enemies are really hard to hit. I find it’s best to hang out at the left side of the screen and shoot the ones there. Every time they pass by, they distribute themselves again, and there will always be an enemy on the left side unless there’s only one left (which will move to the center of the screen).
Since Genesis cycles until you pass it, one way to get a good score is to purposely repeat it, letting the blue enemies reset and then fighting the TIE-fighter phase again. Once you know the patterns Genesis isn’t very hard, and can be easily farmed for points. It’s not a very exciting way to play though.
The Challenge stage, which is pretty hard!
The second stage, Challenge, will be the end for many players. It’s the Centipede-like stage, but your shots do nothing to the mushrooms! Many of the enemies wipe out mushrooms when they pass over them, which will help you out a lot.
To finish Challenge, you must wipe out two complete waves of centipede aliens, and a few pairs of segments that come in between them. After the second wave spawns, clear the stage of centipede segments and you’ll progress.
The third stage, Attack, is even harder!
The third stage, Attack, is really tough, and made harder by the fact that it’s so hard to get to it that you can’t practice it easily! Maybe getting better at it is a use for that infinite lives cheat on the Internet Archive version? Maybe! To finish it, I think you have to shoot enough of the bouncing asterisk enemies to pass it. Look out for the exploding bombs dropped by the flying saucers that come in from the side!
I don’t know remember if I’ve ever finished Attack and gotten to the last stage, but I seem to remember seeing a full loop at some point so I think I have. See if you can do it.
I’m still deep in the 8-bit computing weeds right now, and I always look to connect what I’m personally researching with what I put up on Set Side B. So lucky you, what I’ve been looking at today is The 8-Bit Guy’s videos about the history of Commodore!
It’s a series of videos (yes, on Youtube) exploring the history of that company, both lauded and hated. They released one of the best-selling computers of all time in the Commodore 64, but founder Jack Tramiel wasn’t all that great a guy. Word is the C64 was priced so low because he held a grudge against Texas Instruments, a calculator company Commodore competed against, so he moved to undercut and destroy their sales of the TI-99/4A, turning it into just another computing history footnote. He also bought rising star MOS Technologies, which had a terrific things going with the ultra low-cost 6502 processor, but then basically only used the company as Commodore’s bespoke chip fab.
But say what you will about Tramiel and other strong personality company Presidents and CEOs, when they’re successful, their ups and downs make for interesting times, to read about and hear. So “hear” you go!
The series is collected into a 13 video playlist, 8 parts of the series itself averaging about 25 minutes each, plus some extras. It’s a tale that begins with one of the first (if not the first) pre-assembled mass market personal computers, and ends with the Amiga. If the dice had only rolled differently (and maybe if Tramiel hadn’t bee forced out of the company), then instead of Apple rising to become the leading computing device maker in the world, we might be using Commodore C-Phones today.
In the old old old old old old old OLD* days, people wrote computer programs by either filling boxes on paper cards or punching out squares, like they did (maybe still do?) for standardized tests. The cards would be fed into card reading devices, some of them called Hollerith machines, to be read into the computer’s memory. (Asides: Hollerith machines were invented in the 1800s. IBM’s start was in making them. IBM’s website though won’t be keen to publicize that they were used by the Nazis.)
(Another aside: What do the olds mean? Old #1: before social media. Old #2: before smartphones. Old #3: before Google. Old #4: before before the World Wide Web. Old #5: before the internet. Old #6: before online services. Old #7: before home computers. Old #8, the all-caps one: before timeshares. There is an awful lot history in the early years of personal computing that gets overlooked.)
The ultimate point after all this discursion is that paper, while little used today, is a time-honored way of entering computer programs. A while after that neolithic era, when home computers first hit it big, there grew a market for programs that weren’t as big and expensive as boxed copies on store shelves. That was the age of the type-in program magazine.
It’s the same age that that Loadstar thing I keep bringing up belongs to, but truthfully it lies only on its edges, as it was a disk magazine, created specifically to bypass the trial by fire that type-in magazines subjected its users to: sitting at a keyboard for hours, laboriously entering lines of code, or even plain numbers, in order to run some simple game, novelty, or other software. Loadstar itself served as the disk supplement, that is, media that carries all the programs from a print magazine’s issue, for both Commodore Magazine and Power/Play. (That age of Loadstar stretches from issue 9 to 61.)
I don’t know when the first magazine that published software in print form was, that’s a solid fact kind of question, there definitely was a first at some point, but there’s been tens of thousands of magazines, some of them really short-lived and obscure, and there’s a great many edge cases to look out for. Mad Magazine, to offer just one example, published a type-in in one issue.
To state that solid fact definitively requires more time and resource access than I have. But a strong claim could be made for The PET Gazette.
Computer magazines used to look like this! That’s what they’ve stolen from you!
The PET Gazette’s first issue was near the end of 1979. It was more of a fanzine, with a few aspects of a science journal, than a general magazine. It served a highly motivated and focused audience, the kind who would drop $800 in 1970s money on a machine that had 4 or 8K of RAM. The kind who thought making a machine perform automated calculation or data manipulation, all by itself, seemed really really neat. (I kind of feel that way, even now.) The kind like that, or that else bought one of the even earlier kit computers, like the KIM-1, which users had to assemble from parts, soldiering iron in hand, and for which a video monitor was a hopeless extravagance.
I would say at this point that you might know PET Gazette by its rebranding in the early 80s, to COMPUTE!, title in all caps, with exclamation point. But then I would be expecting you to say “Wow, I had no idea!” But who these days even remembers Compute? (I’m not going to persist in replicating 45-year-old marketing stylization, I have difficulty making myself type Xbox.)
As its title indicates, PET Gazette focused primarily on the PETs, along with the KIM-1 which is like a sibling. Compute served a community of users of many different platforms, of like half a dozen: Commodore microcomputers of course, but also Atari 8-bits, the Apple line, the TRS-80s, the early days of the IBM PC, and at times even some more esoteric models.
Compute’s first issue. At the start, it used a period in its title instead of a bang.
Compute’s last issue. It had dropped type-ins a few years before. By this time it had dropped the exclamation point and was owned by the publishers of Omni (hence the font of its title). It got sold to the murderers of many a tech magazine, Ziff-Davis, in order to get ahold of its subscriber list.
Compute soon spun off two or three subscriptions for specific platforms, for users who wanted more than what was limited, by space reasons, to one or two programs an issue. By far the most significant of these was Compute’s Gazette, its title a tribute, to those who knows, to the Compute empire’s origins.
I’ve mentioned here before, certainly, that Loadstar lasted for a surprising and amazing length of time, 22 years. Compute’s Gazette (Internet Archive) wasn’t nearly so long-lived, but it still made it pretty far. Wikipedia claims that it survived to 1995, but really its last issue as its own magazine was in 1990; then it persisted for a bit as an insert in Compute, then as a disk-only periodical.
Look at that cover! Distinctive! Informative! Interesting!
…and the last cover. I don’t think it’s nearly as interesting, but by that point it was lucky to be a magazine at all.
Fender Tucker tells me that when Compute’s Gazette closed up, they paid Loadstar to fulfill their remaining subscription obligations, so at least they did right by their remaining customers. It was a dark day when CG perished, though, the former heavyweight of the type-in scene.
Some other type-in magazines of the time were Ahoy! (again, with an exclamation point):
Ahoy also had a distinctive design!
…and Run:
The word has arrived via the Floppy Days podcast that the Compute’s Gazette may soon return. What really happened is that James Nagle saw that the trademark had lapsed and registered it himself. There’s no continuity of editor, writer or IP with the original. Yet I still hope that Nagle’s effort, which rebrands the Gazette as supporting all retro computing platforms, succeeds. His heart is in the right place at least. Here’s their website. I hope that they at least have the sense to offer a way to enter programs other than typing them in by hand; that was always the worst thing about these magazines.
Another find that should be credited to a Metafilter member, in this case AndrewStephens. It’s an interview on the site “spillhistorie.no” with Peter Liepa, creator of the 80s home computer hit Boulder Dash, an early game application for cellular automation. A digging game, like Dig Dug and Mr. Do!, but instead of just dropping single rocks or apples on enemies, falling boulders are an essential aspect of gameplay, as well as gemstones, butterflies and growing amoebas. And oddly, its publisher, First Star Software, still has a living website, yes even in 2025, and may even still be in business, presumably as a company licensing its microcomputer-era products?
Boulder Dash, image from the interview page on spillhistorie.no.
Please take a moment that Peter Liepa is still alive, and willing to talk about his work, for which the same can’t be said for Doug Smith, creator of Lode Runner. There, that’s enough maudlin talk. Time to dig out from beneath a pile of boulders; no one else is gonna do it for me.
Working on the Loadstar Compleat project has taken up a lot of time, so I keep trying to think of ways to use the things I’ve written for it here on Set Side B. This is the introduction I wrote (edited down to the history, mostly), and a shorter piece on the Eras of Loadstar.
A photograph of long-time managing editor Fender Tucker, holding a pipe in his mouth. (Fender is an adherent of J.R. “Bob” Dobbs, of the Church of the Subgenius.)
Loadstar was an incredibly long-lived computer magazine, distributed on disk, for the Commodore 64 and 128 home computers. It began in 1985 and its last issue was distributed in 2007, covering a span of 22 years. It had 250 issues of the main publication, 42 quarterly issues dedicated to the Commodore 128, and numerous side products.
About Loadstar
Loadstar was initially created at Softdisk, Inc. You might have heard of Softdisk as the prior place of work of several employees who left the company, founded id Software, and created Commander Keen, Wolfenstein 3D, DOOM and Quake. It’s possible that some of them might remember the Loadstar guys, but it seems doubtful.
Loadstar was distributed on newsstands up to issue 72, when it switched over entirely to mail-order subscription sales. Despite this reduced exposure, Loadstar soldiered on. Starting with #32, some issues of Loadstar contained two disks of programs and information. These issues became more and more common until, beginning with Issue 43, every Loadstar contained at least two disks until the end of its run.
Loadstar published lots of different kinds of programs! The Video Pro-Titler may still be of use today, if you have need of a simple character generator!
Issue 44 began the reign of Fender Tucker, who would helm Loadstar for the next fifteen years. Fender lent the magazine a distinctive style. He’d write editorials describing the magazine as originating in the “Loadstar Tower,” a wondrous place looming over its home town of Shreveport, Louisiana. (The magazine was actually produced in a basement.) He’d also write up the adventures of his nefarious alter-ego and musician Knees Calhoon, who was listed as the author of some of Fender’s own software. Under Fender Tucker’s guidence Loadstar flourished, and garnered a devoted community of users and contributors.
According to Jeff Jones, attitudes at Softdisk were that the company’s Windows and Mac products were the future of the company, but eventually the internet came along and dashed that dream. Softdisk continued along as an ISP for a time, but around 2006 its services were taken over by another company, and it’s now long defunct. During Softdisk’s later years Loadstar continued to support a large and loyal userbase, and didn’t cost much to produce, so it chugged along well into the internet age.
As Loadstar grew, so did its community, and the technology around it. While the Commodore 64 computer was discontinued in 1994, a thriving market of add-ons and upgrades sprang up to serve its users. Probably the most notable third-party producer of Commodore peripherals was CMD, Creative Micro Designs. While Commodore themselves had made expansion memory modules for the C64, CMD took their ball and sprinted way downfield. CMD made a disk drive accelerator (JiffyDOS), powered memory units that could serve as long-term storage, accelerator boards, and even hard drives compatible with the venerable 8-bit machine. Loadstar’s staff used many of these devices in its later years to help produce their magazine.
Loadstar had a symbiotic relationship for about four years with Commodore’s own publications Commodore Magazine and Power/Play. Some type-in magazines would offer a disk supplement, containing all of the software in an issue on a computer disk and saving users from the need to type them in. Commodore had an arrangement with Loadstar to serve as the disk supplement of their magazines. This deal lasted from around issues 11 to 61, and helped bulk out Loadstar’s issues with interesting software.
Early issues of Loadstar often hosted ports of programs that originally appeared in Softdisk. One notable series of these is the Alfredo animations, a sequence of programs that depicted the travails of a stick man trying to survive a dangerous landscape. See folks, the genre didn’t start with Adobe Flash! Long after its parent Softdisk Magazine closed up shop, Loadstar published two final, original Alfredo adventures, in two of Fender Tucker’s last issues, #197 and #199.
Loadstar never distributed the Commodore versions of GEOS, Berkeley Softworks’ surprisingly successful bid to bring a mouse-driven, icon-based, Mac-like point-and-click interface to 8-bit home computers, but starting with Issue 58 and throughout the rest of its run GEOS programs were a regular fixture on Loadstar’s electronic pages. In retrospect, GEOS was done much wrong. Seeing the way the wind was blowing, Berkeley Softworks attempted to bring their OS to DOS-compatible machines with GeoWorks, only to quickly be dismissed as a budget pretender to Windows’ throne. GEOS was far from the first, and certainly not the last, Windows competitor to be steamrollered beneath Microsoft’s hardball tactics. (See: CP/M, PC-DOS, OS/2.) Judging by quantity, Loadstar may be GEOS’ biggest supporter that wasn’t Berkeley Softworks or Commodore itself.
Another company that formed an arrangement with Loadstar was Quantum Compuer Services, which served the Commodore 64 community with an online service called QuantumLink. Several early Loadstar issues came with the QuantumLink client software included on one of its disk sides. (At least one of our included issues has a copy, now useless.) Quantum eventually released a similar service for MS-DOS-based computers, and renamed themselves to America On-Line.
“AOL,” as everyone called it, become a runaway hit. They would build upon its strategy of distributing their disks far and wide, first as 3 1/2″ floppies, then as CD-ROMs, and eventually DVDs. QuantumLink was left to languish and, after a long period of decay where users complained of unmaintained upload sections and unmoderated forums, AOL unceremoniously shut it down without so much as an archive. The later history of AOL is generally known: they bought out their rival CompuServe, AOL keywords were broadcast during daytime television, it was a popular early choice for a dial-up ISP, it became the most-used ISP in the United States, and they created a hugely popular instant messaging program (AOL Instant Messager, or “AIM”). Then they underwent a disastrous merger with Time-Warner that would be hastily undone, then obscurity encroached as first the internet, and then social media, made most of it services redundant. AIM, once thought unstoppable, faded and died as more people used their cell phone’s text feature. As of this writing AOL still exists, but it’s fallen far from the days when its iconic “You’ve Got Mail!” catchphrase became the title of a Hollywood movie, proving once again, truly: what goes around, comes around. Eventually.
The premise of this movie will certainly age well. BTW, the more you find out about the history of movies, the more you come to realize this happens ALLTHETIME.
The Eras of Loadstar
The Early Issues Loadstar started as a C64 counterpart for Softdisk’s self-titled Apple II magazine. Many of its earliest programs are ports of Softdisk software.
Commodore Magazine With Issue 9, Loadstar became the official disk supplement for both Commodore Magazine and Power/Play. The programs from those periodicals helped to greatly bulk out their offerings. The arrangement lasted until Loadstar issue 61.
The Rise of Fender Loadstar’s longest-serving overseer was Fender Tucker, a kind and genuine person with an engaging writing style. Fender joined up with issue 42, and starting with the next issue, Loadstar moved to two disks a month.
Jeff Jones, Loadstar 128 & Loadstar Letter Associate Editor Jeff Jones joined sometime between issues 49 and 55 and brought some additional technical know-how to Loadstar. In addition to touching up programs and contributing software of his own, Jeff was largely responsible for Loadstar Quarterly 128, their publication catering to Commodore 128 owners, and the Loadstar Letter, a print supplement distributed along with Loadstar.
Puzzle Pages Barbara Schulak’s first program was Jump, published on Loadstar #44, but starting with issue 60 Loadstar published a monthly puzzle section that became the magazine’s most enduring feature. From then, every Loadstar had a Puzzle Page until issue 163, but the feature continued, mostly monthly, until issue 197. Barbara Schulak wasn’t the only contributor to the Puzzle Page, and there were puzzles outside of it, but Barbara was its soul.
The End of the Newsstand Edition Issue 7 was the last issue of Loadstar 128 to be distributed on newsstands, and issue 72 was the last issue of Loadstar 64 to be buyable that way. For most magazines that would have been the end, but Loadstar still had 16 years of life in it, sold entirely through subscriptions, mail order sales, and later via the internet, a testament to the faithfulness of Commodore users.
The European Age At its height around 1991, Loadstar had around 20,000 monthly subscribers. Without the free advertising provided by newsstands, by 1994 that had dropped to around 5,000. As Loadstar reached issue 100 and long years passed, it became harder to find contributions from US subscribers. Meanwhile the C64 was still going fairly strong in Great Britian, and many of the games of Loadstar from this era have a distinct demoscene feel. Loadstar also published demos, and reported on Commodore hacking circles. Loadstar would also embrace the internet, and offer issues for sale by way of their website.
Dave Moorman’s Tenure The writing was on the wall. By 2000 Loadstar had about 1,000 subscribers left, too many to just abandon, but not enough to remain profitable for their then-meager staff. Fender handed the reins off to the worthy Dave Moorman, who kept it going to 2007. Moorman was a dogged manager, and went to lengths to keep the magazine full of items, including frequently reprinting software from the magazine’s glory days. While many of Loadstar’s prior stalwart contributors didn’t switch over, Fender himself still wrote for the magazine, and kept up with it until the end.
The Tornado In 2007 a tornado struck Dave Moorman’s house, and wrecked his Loadstar-making setup. While one more issue, #250, would eke out in 2008, the 22-year run of Loadstar, last remnant of the once-mighty field of computer software periodicals, was over. Loadstar had outlived all of its sister magazines from Softdisk (including its DOS, Windows and Macintosh publications) Softdisk Inc. itself, as well as Compute, Compute’s Gazette, Commodore Magazine, Commodore Power/Play, Ahoy, Run Magazine, Family Computing, Creative Computing, UpTime and DieHard.
(I have been reminded of the value of marketing, so I have to include the $15 Loadstar Compleat package I’ve put together with the permission of J&F Publishing.)
It makes the useful observation that the first programmable game system (that is, with interchangable cartridges that contained program code), the Fairchile Channel F, contained 2K of RAM to use as a framebuffer, a region of memory the system’s graphics controller referred to in building its display. Using a framebuffer simplifies video creation, but at the time RAM was very expensive.
The Atari VCS/2600, however, only has 128 bytes of on-board RAM. It doesn’t create a framebuffer, it doesn’t have enough memory. Instead the processor, a MOS 6507 (a variation of the 6502), works with the TIA graphics chip to build the signal in real-time. Effectively, the VCS has a one-dimensional display: it focuses on building the video signal by focusing on it one raster line at a time.
There’s a danger when talking about these things, of telling people something they already know. It’s been observed that some game facts that were once obscure are fairly well known among enthusiasts, like that Super Mario Bros. 2 was adapted from an earlier Japanese game called Doki Doki Panic. I feel like the unusual way the VCS constructed its graphics might be one of these things. I’m still fascinated by how it works though. I’ll probably end up bringing it up again someday.
Jed’s Journey is a fun little Zelda-like game for the Commodore 64. If you weren’t a Loadstar subscriber around 1993 or so, you’ve probably never heard of it. It’s one of the many programs from Loadstar’s 22-year run, which I’ve put up for sale (with permission of J&F Publishing’s co-owner Fender Tucker) on itch.io, but the disk can also be found on the Internet Archive. (We talked about making Loadstar available to people back last month, here.)
Jed lost drawing straws with his villager friends, and so it’s up to him to do something about all the monsters infesting his world. The monsters move quickly and randomly, so fighting them is a mix of reflexes, strategy and luck. Clear a screen and you get rewarded with coins, and possibly a potion that you can save for later. The potion colors are green for health, blue for invisibility, yellow to be teleported back to the starting point, and red to clear all the monsters from the screen.
Jed’s world is pretty big. If you explore for a bit, you’ll find treasure rooms with lots of money inside, a place to pay for healing, buyable weapon upgrades and keys for purchase. It’s not known at the moment if there is a way to win at Jed’s Journey, but the fact that the locked doors must be leading somewhere important suggests that there is. To even have a chance of reaching the end, if it exists, you should make a map of the world, and I mean by hand.
Jed’s Journey makes use of a hardware trick, seen in some sprite-based video chips, to get free collision detection. When the C64’s VIC-II is drawing sprites on screen, if two of them would be drawn on the same pixel, it’ll note a collision between them, and note this fact in a register. There are quirks to this system though. On the C64, this is pixel-based collision detection, not using hit boxes, which might mean occasional misses for players used to hitbox detection. Only two of the possible three colors in a multicolor sprite set off the collision detection. And the collisions only register which sprites are colliding, not what they were colliding with, which sometimes means, when you kill one beast, two others that were touching each other onscreen elsewhere will also be considered slain.
Will someone finally finish Jed’s Journey after all these years? Will it be you? If you try it, please let us know!
Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
Eggpo is a video game-themed series that was part of the “Two More Eggs” animations that The Brothers Chaps, Mike and Matt Chapman, creators and makers of Homestar Runner, made for Disney’s XD service. While the series is nine years old now, nearly all are still viewable on XD’s Youtube channel, minus a couple that were removed for some reason.
This is the fifth of the Eggpo cartoons, and clocks in at a minute-forty. We’ve seen the previous four here so far. They’re about a couple of Goomboid creatures from an 8-bit game questioning their places as underlings in video game world. They’re pretty good, and short. In this one, the Eggpos explore their game’s instruction manual. It’s not explained how they got in there.
There’s another game-related sequence in Two More Eggs, “CG Pals,” which follows the adventures of a bunch of low-polygon friends and their adventures in the Third Dimension. Since there’s only two Eggpo cartoons left, maybe we’ll look at those after Eggpo runs out.
Amazon has, in some areas at least, become a slop-pile, full of entries for misleading and scammy products. It seems just about anyone can advertise on Amazon for any product, including endless products with fake machine-generated brands, and flash drives that misreport their size as bigger than they really are and corrupt your data if you try to fill them.
These are just more recent versions of an old scam, computer-generated self-published works, with content stolen from other sources, and presented at new material. They’re not even LLM-generated, except maybe for a few sentences. The bulk of the content was written by others, people who have no idea their work is being appropriated to make a quick buck.
The five books Robin found, and bought to show off on his channel, are laughably fake. The computers pictured on the cover are the furthermost things from Commodore 64 machines, and the middle initial of their supposed authors consistently puts the period before the letter! They practically flaunt how easy it is to create AI slop, how little effort and money they must expend to get obviously fake books up, to sell to the maybe dozen people, tops, in the world today seeking info on how to program a forty-year-old 8-bit computer. (The books are copyright 2023, so at that time it merely a 38-year-old computer.)
The third book’s introduction in particular is great. All the books offer “Funny helpful tips” on the first page of content, but this one tells us to “incorporate activities that promote lymphatic drainage.” See! Look!
IMPORTANT FUNNY HELPFUL COMMODORE 64 LYMPHATIC TIPS
The stolen text, down to swiping the very images from the original, seems to come from this book from 2020, Beginner’s Step-by-Step THEC64 Coding Course by Rich Stals, a book written to support one of those recent-vintage, all-in-one platform revivals, the THEC64 Maxi.
Almost as infuriating as Amazon selling the same book under five different titles and with content pirates from a different book, the hoops they made Robin jump through to return them for a refund were a terrible experience, limiting him to picking an option to return them from a list, none of them being “this is an illegal copy of a different book.” Depending on the reason he picked, but not in any logical sense, he was offered a free copy of the same book in recompense. Awful.
Also on the subject of Commodore 64s…. I am still working feverishly on my Loadstar explorer menu program, which seeks to make leafing through the 22-year history of that C64 magazine much easier than having to individually open disks into an emulator and seek them out through the disks’ original menus. I hope to have something to share on that count very soon! Set Side B is a general (if esoteric) video gaming blog, we aren’t going to go all-out Commie for Commodore, but you might see a marked uptick in C64 info for awhile.