Link Roundup 3/25/2025

Hello! John “rodneylives” Harris here. Let me quickly explain this before I get into it.

I have an overabundance of games links to present through Set Side B. My usual style of doing this is to pick one of them, then maybe write a bit of text introducing it, maybe a bit of a preview, a media embed of it’s a video somewhere (nearly always Youtube), and that’s a complete post. One a day, for approaching four years now. (SSB launched on April 5th, 2022.)

But working this way, I’ve developed quite a backlog! Not all of them are really worthy of a whole post, maybe, or I don’t have a full post’s worth of context to coax out of it.

So in an effort to clean up my link collections, I think I’m going to make regular posts, maybe one a week, that’s just several things that might be interesting. I post them, my link folder get slightly shorter, each individual person might be interested in one or two items in it each, then we move on to more of the usual kind of thing the rest of the week.

Got all that? Here we go:


1. Dave’s Garage interviewed Commodore 64 chip designer Albert Charpentier three years ago (it’s about an 1 hour):

2. On Mastodon, there’s an account, @everybodyvotes@social,miyaku.media, that posts every poll published on the Wii’s “Everybody Votes” channel, back in the days when Nintendo would do fun, free things just for the sake of doing them. You can even vote on them again, using Mastodon’s polling feature.

3. On Balatro creator LocalThunk’s blog, they’ve published a timeline of its history, from original concept to launch, whereupon LocalThunk earned more money than he had ever had before in their entire life.

4. Back on Youtube, speedrunner Kosmic expresses disbelief on the current state of Super Mario Bros. speedrunning (24 minutes), which is more active than you’d think it’d be for a game that’s so old, and has had so much attention poured onto it.

Luxocrates’ Project to Get C64 Commando Music Running On Arcade

I am back from DragonCon, but got hit by a staggering blow from life (which I will not mention the details of here) that’s going to take me a long time to recover from. So in the meantime, please enjoy this 19 minute video in which someone on Youtube describes his plan to get arcade Commando (a.k.a. “Wolf of the Battlefield”) to play Ron Hubbard’s excellent soundtrack from the C64 port.

Arcade Command didn’t have bad music at all, but Ron Hubbard’s score is generally regarded to outshine it. The two hardware platforms are really different: the C64 has a 6502-workalike and the legendary SID chip, while the arcade version used a custom platform. This is a first video in a projected series, so at this point we don’t even know if he’ll be successful. Let’s hope.

Loadstar Finds: 8-Bit Recipes

I like filling the posts on Set Side B with a wide-ranging field of material, but I realize this is pretty far out even for us. We’re about electronic entertainment, right? Cooking is entertaining, or can be! And websites of recipes are electronic!

I told you about Loadstar, the long-lived Commodore 64 disk magazine that I am involved in preserving. Well I was thinking about things I could draw out of the issues, that people to use. And I noticed the recipes.

Someone named James T. Jones submitted, and had published, over 280 recipes on Loadstar’s disks, over a period of nearly six years. I came to realize that I’ve written scripts to export and convert Commodore 64 text files from out of disk images. And everyone hates recipe sites on the internet, right? They’re all SEO-infected ad-soaked pages, and more and more AI slop is moving into that field. James Jones’ recipes don’t have any of that, and if I don’t care about improving their traffic or exploiting them for ad revenue I can make this resource available to everyone for free!

So I’ve added a subsite to my Neocities site, linking all the recipes that appeared in the disks of Loadstar 64. (I think there’s a few extras on Loadstar 128, I might add those later.)

Here is the intro page to the recipe site. Whether people will find it useful or not, who knows. These are the kinds of recipes that will casually use ingredients like Doritos, or ginger ale. I haven’t made any of these. A few of them look a bit suspect: the recipe for ice cream is surprisingly brief, one of the steps being to “follow the manufacturer’s instructions,” assuming you have an ice cream maker. But there seem to be a lot of other good recipes in there, if you explore a bit.

I’m still tinkering with the layout and text, but all of the content is there now. Bon Appétit!

A Miscellany

I’ve had a number of ideas for big posts lately, but those all take substantial time to make and finish. But I want to post something, so here are the directions my explorations have taken me lately.

  • Loadstar has a number of interesting things in it, including a trove of Print Shop clip art and (surprisingly) over 200 recipes. It’s full of those kinds of thing.
  • Action Retro just posted a new video on using the Apple Lisa (15 minutes), including browsing the internet on one, although on a text-based browser. A text-based web browser, on the first commercially-sold GUI OS, how about that!
  • Been back playing the Pac-Man Championship Edition Famicom demake on Namco Museum Archives Volume 1 on the Switch 2. It’s not really what I’d call a demake though, because it’s really good, in fact it might secretly be the best Pac-Man CE game, which isn’t meant to slight the others. It occurs me that I’ve learned a huge amount about all the games in the series, and I should try to get that information out onto the internet. I’ve got a WIP document about that, and I’m sure I’ve got some previous attempts at writing one in the archives somewhere.
  • Continuing on that thread, I’ve also learned that “Shadow Labyrinth,” that Metroidvania Bandai-Namco’s made with a truckload of classic Namco references including a spherical robot character called Puck, has a mini-game in it that is heavily inspired by the Pac-Man CE games, down to using some of its music. It isn’t scored the same though, and doesn’t seem properly set up for score attack play. It seems to follow along with some of the ideas they used in Pac-Man CE 2+’s two player mode, which I thought didn’t work very well.
  • Been wanting to investigate some C64 BBSes, but to do it proper you need a terminal that supports PETSCII. I have one, but I really want to get it working through C64 emulation.
  • There’s also the matter of getting the custom version of Kirby Air Ride set up with their bespoke version of Dolphin for netplay. I’ve already posted multiple times about KAR lately so I’m reluctant to make a full post about it again until I’ve had a chance to try it for myself.
  • Jeff Gerstmann got sent a message that suggests something you’ve probably never considered, that Mr Do! is real:

People say that you should turn off notifications and live your life and all that, but if I did that I wouldn't occasionally get a buzz on my wrist and see that some maniac has sent the phrase MR. DO! IS REAL to me.

Jeff Gerstmann (@jeffgerstmann.com) 2025-07-28T22:37:23.199Z

The Coolest Thing In The World Is CP/M For 6502

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!

The 8 Bit Guy’s Histories of Commodore

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.

8-Bit Show-And-Tell Finds Fake C64 Programming Books On Amazon

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.

Robin, the worthy creator of 8-Bit Show and Tell on Youtube, has done a 54-minute examination of some of these books, all on the topic of programming Commodore 64s, surely a growth market in 2025!

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.

Loadstar Progress

I imagine some people look at this blog and think something like, “what the hell is its audience?” People who follow indie gaming, retro stuff, classic computer software, weird gaming videos? Should anyone be interested in all of that?

I answer, YES. It’s all important. I vouch for all of it. I want to cast a light into all of the corridors of video, computer, even electronic gaming! I regret that I only have the time and energy for one post a day! Everyone should know of these things!

One of those things is old computer magazines, and the example of those that I have the most contact with is Loadstar, the Commodore 64 disk magazine that lasted for 22 years and 250 issues.

I mentioned Loadstar lately, and the itch.io page I’ve put up distributing, with the permission of its owners, their archives 243 issues of its archives, plus many extras.

A lot of my time the past few weeks has been spend on the “Loadstar Project.” I’m working on an expanded edition of Loadstar Compleat, to make it much more accessible to people who don’t play around with computer emulators as a matter of course. Yes, I understand they exist!

I envision a custom-written program, offering lists of highlights from among the long halls of its archives. What are you interested in? Arcade-style games? Puzzles? Animations? Music? Art? Reviews of old software? Editorials from a bygone age? Dedicated lists of all of these things. You’ll be able to scroll through and pick something to try. One click brings up its instructions. Another starts it up immediately in VICE. Have a favorite author? Many of Loadstar’s most prominent creators will (if I have my way) have their own lists. With literally hundreds of items in each category, that will keep you going for a good long while.

There’s many technical barriers to making this work, but they are coming down, slowly, one after another. Here is what the menu looks like at this second:

There’s a long way to go. I have to reverse engineer the compression used for text files in later issues, for one thing. I have to finish entering the data for early issues before their Presenter system settled into a single file format. There’s tons of issues left to add to the system, preferably using automatic tools because there’s literally thousands of items here. And yes, the menu system looks really plain right now, and could stand some sprucing up.

I continue to push at the boulder. Sadly the world contains many distractions, and I have other things I need to do with my time. You’re reading one of them right now. But maybe it’ll all come together. Let’s keep our many varied appendages crossed.

I also want to shout out to the Reverend Dave Moorman, Loadstar’s last editor, who oversaw the magazine from issue #200 to #249. He graciously gave me permission to include his range of issues in the compilation, and they’ll be joining their siblings soon! He also has a book on Amazon: The Most Marvelous Machine: A History and Explanation of Computers in General and the Commodore 64 in Particular. If you bought a copy there, there’s no referral code on that link, I won’t see a cent of it, but I’m sure he’d appreciate it! Think it over?

LOADSTAR Compleat: Commodore 64 Disk Magazine Archives

This is something I’ve been trying to make happen for some time. But then some work I put into it hit an unexpected snag (the maker of a library I had been depending on decided he wanted to be paid a subscription fee to use it or else he was going to put a nag screen on people’s projects), then other things came up, and so the project languished for months.

So now, on the premise that it’s better to get it out there and available and add features and fix things later, instead of sitting on it and potentially nothing happening with it ever, I have put up on itch.io ⅘ths of the run of classic Commodore 64 computer disk magazine LOADSTAR, with the blessing of owner/long-time managing editor Fender Tucker.

This isn’t the first time I’ve mentioned LOADSTAR in these pages. The magazine’s name came from the commonly-entered command on Commodore 64 computers LOAD”*”,8,1, to load the first program on disk into memory, and sometimes also to run it. LOAD”(star)”, you see. I packaged one of its programs, Dungeon, for sale on itch.io for $5 some months back and mentioned it here. This is an opportunity to get the collection it was drawn from. I recognize this is a bit self-serving, but I don’t do it very often, and there’s so much on LOADSTAR that the world deserves to know about. The price of $15 is because that’s what Fender has always sold it for. The issues can also be gotten for free elsewhere, yes. This is mostly an opportunity to get them all at once, and with the Fender’s approval: the person most responsible for all of it, the driving force behind it, the one who always believed the most in LOADSTAR, its very heart and soul.

I had been working for an explorer program for getting the contents of issues and searching through them without having to load each issue individually, but it had been stymied by the issue I mentioned in the first paragraph. Something else I’d like to do is supply an emulator that will run the issues directly, with sensible defaults. The version that’s up has an absolutely ancient copy of VICE for Windows with it. It’s so old that I’m not sure if there might be security issues with it; I should probably just remove it. In any case, current versions of VICE are available for many platforms and are free and open source.

To start an issue, you first start up your copy of VICE. The Commodore 64 emulator included is x64, or else x64sc; the Commodore 128 emulator is x128. Under the File menu, choose “Smart Attach…,” then pick the issue from within the LS64 folder for Commodore 64 issues, or LSQ128 for Commodore 128 issues. Make sure to click the Autostart button: it’ll load the Presenter program and run it automatically! You’ll find both 1541 (*.d64) and 1581 (*.d81) disk images. 90% of the time you’ll want to load the 1581 version, because those disks were much larger and a whole issue could fit on one of them! The 1541 versions (which while growing up I had to put up with) are split up into four disk sides, and are a hassle. By the way: the 1541 disk drive was excruciatingly slow. If you press Alt-W, you can toggle “Warp Mode,” which will speed up loading greatly! Just be sure to toggle it back off once your program has loaded!

And something the collection really needs is a list of highlights of interesting things on each issue, and also a directory of the people who made this unbelievable wealth of software. Here’s a few names to watch for: Jeff Jones (Assistant Editor), Barbara Schulak (Puzzle Maven), Ian Adams (Mathematician), Maurice Jones (Card Game Implementor of Great Skill), Jim Weiler (Third in Command), J.C. Hilty (BASIC Game Programmer who never let it get him down), Nick Peck (Creator of A Couple Of Awesome Games), Jon Mattson (General Gamesperson) and Walt Harned (Pixel Artist Extraordinaire). If I could affix all their names in the stars for the world to see forever, I absolutely would.

To construct the itch.io page I needed some screenshots, so I dipped into a few issues to make them, and got the names of their makers along the way. Here you go, but understand this is only a tiny fraction of what’s included.

Zorphon by Nick Peck, from LOADSTAR issue 39. A rather polished space shooter! The aliens are drawn using character mode. I like the classic Astrocade-like font for the text.
Pipe’s Peak by Bob Blackmer, from LOADSTAR issue 73. It looks like an action game, but I think it’s more of a timed puzzle?
Outpost by Thomas Czarneki, from LOADSTAR issue 60. A fairly blatant Missile Command clone, but it’s well polished. The opening menu asks if you want to play to lose, or play to win. I think the difference is, playing to lose starts you on Wave 7.
King’s Ransom by Scott Elder, from LOADSTAR issue 68. An interesting little game, you control a greedy king trying to scoop up coins before they fall into the lava. When a coin falls off the bottom, a gush of lava shoots up! There’s also skulls to avoid. In one of those little touches that you sometimes find in LOADSTAR software, if you wait on the title screen you get to see a hi-res illustration of the gameplay.
Quadrilation by Dave Johannsen, from LOADSTAR issue 68. A two-player game, playable against a computer opponent with four difficulty levels. Take turns placing your pieces so they overlap with as many squares of the same color as possible.
Stream, hi-res art by prolific Commodore 64 artist Walt Harned and included as part of The Compleat Walt.

Grey: A FPS on a Commodore 64

Grey is what the subject line says: a FPS, running at an acceptable framerate, on a Commodore 64, without a Raspberry Pi or other hardware to help it out. Here is its thread on Lemon64. Have a look (24 minutes):

How is it possible? Well, it’s not running 60fps for one. Updating the whole screen in one frame on a C64 is hugely challenging, but fortunately FPSes can look satisfactory running at slower framerates. It’s not Quake-level graphics, or even Doom, it’s more like Wolfenstein 3D in ability, and it’s confirmed that it uses that style of raycasting. And on top of all of that, it doesn’t use hi-res resolution, which would be really slow on an unmodified C64. It seems to use character tiles to fake a kind of low-res display. But when you’re trying to get a game running on a 1 MHz machine with 64K of RAM, tricks and shortcuts are not only necessary, but rather laudable. What a hack!

This is a work-in-progress, with a demo of the game available in a recent Pateron-available issue of Zzap 64. No source code is available yet. Let’s hope for continued development!

Hare Basic for the Commodore 64

Our friend Robin at 8-Bit Show And Tell lets us know of this cool and free Commodore 64 BASIC 2.0 extension, of a sort, called Hare Basic. It’s a successor to an earlier version called Bunny Basic. Here’s the video, 48 minutes long. My comments on it follow below, which you can read either after having watched the video, or before, depending on of you have most of an hour to spare right now.

Here are the downloads, which are hosted on the creator’s Dropbox, so availability may fluctuate.

Commodore BASIC is, in many ways, the worst of all worlds. It’s a slow interpreted language, a variant of infamous Microsoft BASIC, and it has almost no machine-specific features, but it comes with the machine, and it’s burned into ROM. You can swap it out for extra RAM if you have a replacement OS or are running something in pure machine code.

I could go on for a long time about the problems with Commodore BASIC 2.0, a language I’m quite familiar with having spent much of my teens programming in it. Sometimes it feels like it was designed especially to run slowly. One example: it supports floating point math, which ordinarily would be a good thing, right? Use integer math for performance, and just use floats when you need decimals, right? But no: internally, Commodore BASIC converts integer variables into floats when doing any math with them, and converts them back to store as integers when it’s done. Wilberforce Trafalgar Franklin?! Why?! It does these unnecessary extra steps to do all arithmetic as floating point even when it doesn’t need do, and doesn’t offer a way to do performant integer math at all! Need I remind you that Microsoft BASIC is based upon software written by Bill Gates himself? I suspect that I don’t!

Hare Basic is a highly optimized subset of Commodore BASIC that can be switched on and off as needed. It has to be coded in a special way which might throw beginners for a loop: Hare Basic can’t abide whitespace, for example, only allows for variables of one letter in length, has no support for modifying strings, and contrary to Commodore BASIC can only do integer math. There’s lots of other differences too, and if you want to play around with it it’s essential that you study the manual.

But once you get used to it, it runs blazingly fast, sometimes as much as 10 times faster! And the best part is you don’t have to use it for everything. You can start out with a standard Commodore BASIC program, then enter into Hare Basic mode with a USR function call. You could write your whole program in Hare if you’re up for it, or just loops, or other places where performance is necessary.

Of course, this is ultimately an enhancement for a programming language that runs on a home computer made in 1984. It’s not what one might consider of universal interest. But it might be of interest to the kinds of people who read this site. It’s interesting to me, at least. Maybe I should dust off VICE and see what I can do with it? I haven’t coded on a ’64 in nearly three decades, maybe I should get back into that….

Alien Invaders Plus for the Commodore 64

Last year we put a spotlight on a Commodore 64 remake of possibly the most popular Odyssey2 game, K.C. Munchkin. Well, here’s another, of Space Monster, a.k.a. Alien Invaders – Plus! I assure you, the exclamation point there belongs to Magnavox.

The Odyssey has gotten more talk on this site than its much-more-powerful successor, which was still kinda weak compared to its competition. People still talk about the Atari VCS/2600 even now 45 years after its introduction; the Intellivision still gets some love; but who talks about the third place system, the Odyssey2? Fourth if you count the Colecovision, but that machine, released in August 1982, was only on the scene for a relative instant, the Crash already fomenting by that time.

Alien Invaders – Plus (I’m going to leave off the bang now thanks) was Magnavox’s attempt to capitalize on the gigantic success of Space Invaders. The box didn’t hide its inspiration, outright saying: A fiendish new dimension comes to one of the most popular arcade games of all time! By that time, the market had already determined that Atari’s miraculous licensed version of Space Invaders was probably the best, a game that, while subtly different, actually improved on the original in some ways. Similarly, while everyone now can play the original Space Invaders in MAME if they’re inclined, Alien Invaders – Plus (which Craig Kubey in The Winner’s Book of Video Games derided as Space Invaders – Minus!) is more interesting for the interesting departures from the arcade game, and the Commodore 64 remake mimics them faithfully.

At first it looks vaguely similar to Taito’s arcade hit. There’s rows of aliens in the sky, there’s a roundish alien going back and forth above them, you have a base at the bottom that can move back and forth and shoot up at the enemy, and there’s even shields above it that can be dodged behind for safety.

Loading screen for C64 version of Alien Invaders Plus.

The first difference comes from the aliens themselves. In Space Invaders, while they looked different and were worth different amounts of points, they all behaved exactly the same. Here, each of the three rows of foes plays by different rules. The bottom-most are just barriers, they can’t be destroyed but they don’t shoot at you either. Any shot that hopes to hit targets higher up on the screen must get through them. The middle row are yellow laser cannons, and they shoot down at you. The top row are red humanoid robots that operate the cannons. The wandering eye-like alien at the top is called the “Merciless Monstroth,” but I’m sure its mother loves it just the same.

Like Space Invaders, the alien formation rains down bombs on you, and it’s easy to get hit. Unlike Space Invaders, there’s a limit to how far the aliens can descend, right above the shields, and you’ve never in danger of being overrun. If you wait beneath a shield you cannot be shot, but neither can you shoot the enemies. Also, in each row, all you have to do is hit either the robot or the cannon in order to stop them from shooting down at you.

To finish a level, you have to shoot all the robots and cannons on the screen. This will cause the Merciless Monstroth to get serious about you, swoop down from the top of the screen and hover just above your shields, trying to bomb you. At that range dodging its shots is very difficult, and it’s evasive of your shots, but you can still zap it safely with a well-timed shot as it reaches your base’s horizontal position.

Your reward for doing all of that is one single point. Your score is just how many boards you’ve cleared. No bonus points or anything like that are awarded.

If your ship gets hit you don’t perish immediately. A little person is revealed to have been moving it. If you can move it to beneath one of your shields and press the fire button, you’ll be given a new base! This, however, costs you that shield. The shields are basically your lives; if you run out of them, and your base gets destroyed again leaving your guy, then you’re essentially screwed. Your little base-inhabiting person has no weapons of their own. If you get down to no shields left before destroying all the aliens, M.M. will sense its opportunity and swoop down at you early. Destroying it at this time, or while its at the top of the screen, before all the other aliens are obliterated doesn’t clear the wave; the game will just send another one out, again and again, until you’ve finished the job.

If your base person is shot while outside of a base, you don’t quite die. Instead, the enemy gets a point. While you’re trying to get to ten points yourself, the enemy is also trying to get to 10, and the side that gets there first “wins the game.”

Despite all the chances the game gives you, it’s really hard! You’ll find the green circles block most of your shots, and the cannons are really good at predicting where you’ll be and aiming a shot there, and the enemy shots move quickly. Since reforming your base costs you the shield you’re beneath, often you’ll get your base back and lose it again immediately as the barrier disappears.

The Commodore version was created by demo group Second Dimension. It’s worth playing in preference to the Odyssey2 version if only because C64 emulation is understood than Odyssey2 emulation. There’s multiple Commodore emulators, at least, while only one Odyssey2 emulator that I know of.

Here is the Commodore 64 version is action, from the channel C64 Masters on Youtube.

Here is the game’s page on CSDb. Prepare be humbled!