The Stats of Kirby Air Ride

Kirby Air Ride appears set to be finally remembered, with the announcement that a sequel is in the works for the Switch 2, with Masashiro Sakurai again at the helm.

Air Ride, possibly the most atypical game in a franchise with maybe 50% or more atypical games in it, is a sadly-neglected title that is, no lie, one of the truest underrated classics of the Gamecube, and it’s mostly because of the amazing City Trial mode, which I’ve mentioned here before.

In play terms, City Trial is what turns Air Ride from a severely diminished F-Zero clone to a game for the ages. Multiple colored Kirbys (Kirbies?) explore a sizable map, not huge but not tiny either. Scattered around it are a variety of randomly-generated vehicles and items. Of the items, the most important is probably the upgrades, or “patches,” which improve the stats of whatever vehicle a Kirby may pilot. They are Boost, Top Speed, Turn, Charge, Glide, Weight, Offense, Defense and HP. Each has a definite effect on your vehicle’s performance; the more you have, the stronger the vehicle gets.

People who haven’t played Kirby Air Ride, but have played Super Smash Bros. for 3DS, may recognize this idea as the basis of its exclusive Smash Run mode, but in Smash Run you each had your own map to explore; it only became a true multiplayer game at the very end. But in both Air Ride and Smash Run, after the players build their vehicle or character, they’re all thrown into a competitive event. It might be fighting, but it might also be something different. Their success at collecting stats helps determine how well they do in the event, but while there may be clues, there is no definite indication of what the event will be.

So collecting the stats is very important to success. But the game doesn’t explain what they do very well, and in fact some of their effects are quite complex and difficult to communicate briefly. The video above goes into detail, but here’s a few quick takeaways:

  • The “Boost” stat, as it turns out, is more like Acceleration.
  • The Glide stat works partly by reducing weight, so it and the Weight stat counteract each other a bit.
  • All of the stats work by multiplying the vehicle’s base stat, so a vehicle with a 1.3 base gets more effect if it collects that kind of powerup than if it were at the usual 1.0.
  • However, the default vehicle, the Compact Star you begin each City Trial game with, has a Defense stat of zero. Since any number times zero is zero, you get no benefit from Defense patches if you stick with the Compact Star vehicle.

Watch the video if you want to know more. And if you’ve never played Kirby Air Ride but have a Switch 2 keep a look out, because it seems very likely that Nintendo will give it a rerelease for Switch Online Expansion Pack eventually!

Roguelike Celebration 2025 Call for Proposals Extended

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.

SGDQ 2025 Coming Soon

July 6th is the first day this year of the week-long SGDQ speedrunning marathon! I try to mention it, and its companion marathon AGDQ in January, some time in advance each year. I’m not always successful, but I managed to get the reminder out this time, with around a week and a half to spare. Here is its schedule.

This year SGDQ benefits Doctors Without Borders. Of course it’s a terrible time for the economy this year so giving hurts a bit more, but wouldn’t it be nice to support an organization that’s trying to do actual good in the world, instead of just observing the manifest awfulness that surrounds us?

I’ll give you just a few selected highlights this time. The first first run is an hour-long all-Emeralds run of Sonic 2. Some others are a kaizo showcase of Mega Man Maker levels, a bonus incentive run of Gamecube Donkey Kong Jungle Beat (which is played using the Bongo Drum controller), Blue Prince, We Love Katamari REROLL, Castlevania Rondo of Blood, a Tetris 99 Battle Royale showcase, An Airport For Aliens Currently Run By Dogs, a Spelunky triathalon, a 100% run of Metroid Zero Mission, a Super Mario Maker 2 relay race, and at the very end Deltarune chapters 1 and 2. Everyone loves Spamton!

Again: All of Namco’s Space Sci-Fi Games Are in A Single Timeline

We’ve mentioned this before, but not only are all of Namco’s science fiction arcade games, which include Galaxian, Galaga, Baraduke, Bosconian, Starblade, Cybersled and many others, considered to be on a single timeline, but they even have a website dedicated to sorting and explaining it, ugsf-series.com! And it includes games you might not have pegged for it, like Dig Dug and Mr. Driller!

This even includes their upcoming “Shadow Labyrinth,” which I derisively describe as grimdark Pac-Man. Well, at least they’re serious about it!

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!

Oh God, The Donkey Kong Country CG Cartoon Show’s on Youtube

It is. It IS. It is not recommended, for hearing, for knowing about, for existing.

Two playlists, one for each season. Yes, they made a second season. So many characters are off model (literally, their models are off), but Cranky Kong’s is especially different.

Season 1:

Season 2:

Where Do Mario Kart World NPCs Go?

Mario Kart World upends the series in several ways (not the least of which in price), but the biggest change is that the game now takes place in an open world, one that you can roam around freely, and even the main tracks in the Grand Prix are supplemented by races that travel between them.

One consequence of the game world is that the NPCs that inhabit it have a bit more of a life than in past games. In N64 Toad’s Turnpike, they’re just boxes that travel around the loop getting in the racers’ way. But now, when you’re exploring in Free Roam, you can pick out a specific driver and follow them around.

And what do you know, there actually seems to be a bit of an inner life going on there! They don’t seem to pathfind between locations, sadly, but they can get the mad yen to drive off the road and tear across the desert. And, surprisingly, a drive can get out of their car, which is more than the player racers in the game can do!

OnADock, on Youtube, made a 14 minute video where he followed a Toad around on their travels through the Mario Kart World, um, world. Maybe it’ll inspire you to do some investigation of your own?

An Overview of Type-In Computer Magazines

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.

Oddities with Smash Melee’s Home Run Contest

Smash Melee has had a huge amount of attention payed to it over the years, and one source of player obsession has been the Home Run Contest.

In brief: Smash Bros. games are about racking up damage to a target, measured in percent. The higher the percent, the further an attack target flies when struck. The idea of the Home Run Contest is to do as much damage to a special Sandbag character, which doesn’t move on its own, in 10 seconds, then to hit it as hard as you can, usually with a baseball bat item, to make it fly as far as possible.

The Home Run Contest has been in every Smash Bros. game since Melee, and its first implementation has lots of weird things about it. Like, if you set the game language to Japanese, you get a slightly smaller platform, which makes your distances count slightly longer.

Lots of oddities are pointed out by Youtuber “Practical TAS”, in their 26-minutes video, here. Warning: serious geekery ahead!

AsumSaus on Final Destination

Let’s break down the title. “AsumSaus” is one of the best Youtubers on the subject of Super Smash Bros. Melee. He makes well-edited, entertaining videos that don’t go overboard. Overboard is hear defined as employing obnoxious editing and a speaking style that would make a morning zoo radio host say, “hey, maybe you should dial it back a little.”

AsumSaus is great, and his most popular video, which we posted here back in 2023, tells an engaging story well, about the success of aMSa, the Melee player who won championships using Yoshi, a character nearly everyone else in that scene looks down upon. Hey, if you missed that video you should go watch it now (54m). It’s enough to almost make people who (gasp!) don’t care about goofy tournament platform fighters take interest.

This video isn’t about that. In fact, I’ve been trying to not post so many Youtube videos here lately. This is the first one I’ve posted since Sundry Sunday! See, I’m trying! Josh Bycer’s doesn’t count!

AsumSaus’ video this time, his first in 10 months, is about the most emblematic Melee stage: Final Destination. The boring stage, and its symbiotic relationship with most of the roster of Melee. Specifically, the group of players who don’t want to get killed by Fox, Falco, or sometimes Captain Falcon. (20 minutes) Enjoy, if you’re of a mind to enjoy that kind of thing. If anyone could cause you to care, it’s probably AsumSaus.

Things Pvt. Skippy Is Not Allowed To Do At A Switch 2 Launch Event

Things Pvt. Skippy is not allowed to do at the Switch 2 release event, #14: Loudly read their erotic, explicit Sonic/Shadow fanfic.

#18: Spread rumors that the Switch 2 requires a new, more costly form of electricity to use.

#23: Dress in a robe, ask others in line if they’ve accepted Mario as their lord and savior. Also, they cannot set up a shrine to their Wario Amiibo.

#26: Show off the SD Micro Express card they bought online, telling people “If you don’t have one of these, you’re already dead.”

#28: Swear people to secrecy, tell them they’re a spy working for Sony, then take pictures of people in line to send to “headquarters.”

#32: Bring a blue bowl with spikes glued to the underside, then throw it at the person at the front of the line and try to take their place.


To explain: Lists of things Private Skippy is not allowed to do (usually in the U.S. Army, but also other armed forces or even other places) are an ancient form of internet humor, possibly older than the World Wide Web itself. It’s the kind of thing that would have been traded around Usenet, or even Fidonet. (Its absence from Know Your Meme proves its affected by recency bias.) TV Tropes has a page on Skippy, a claim it originated in 2001—I think it’s older but could easily be wrong—and a link to the webpage skippyslist.com, which is a broken WordPress install. Sorry Skippy.

Here is one surviving list on the Web, although part of the process of Skippy is that people add new items as they pass it around, so there is no canonical list. I should warn you that, as a very old form of internet humor, you can expect these lists to have questionable items on them, depending on who’s posting it. The list I linked also prefaces the list with a backstory. It’s entirely unnecessary: many of us know a Pvt. Skippy of some variety, even if they never served.

The History of Loadstar

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 ALL THE TIME.

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.)