Let’s Try to Make More Loadstar!

First, to recap

The newsstand cover of Loadstar #1.

Way back in 1984, having had success with their first product Softdisk, the nascent Softdisk Publishing released the first issue of Loadstar, a “magazine-on-disk” for Commodore 64 microcomputers.

Softdisk is mostly known these days as being the former workplace of several people who would go on to found Id Software, creators of Commander Keen, Wolfenstein 3D, Doom and Quake. Softdisk published, as the Id guys’ last work for the company, Catacomb 3D using the Wolf3D engine, and a Commander Keen episode.

Softdisk released other products too, but Loadstar eventually proved to be something special. Early on they assumed that their PC and Mac products would be their legacy, but then Microsoft and then the internet came along and it suddenly became much harder to make a go of it with a monthly paid software collection. Softdisk became an ISP; they got bought out by a bigger ISP; nowadays they don’t exist really, except as a bag of rights owned in pieces by Piko Interactive and/or Catacomb Games, who bought their Id-related assets.

The cover of Loadstar #72, the last issue sold on newsstands.

But some time before then Loadstar and its relevant assets had left the company. Defying expectations and buoyed by the large userbase of the Commodore 64 (quick googling suggests they sold 70 million units), Loadstar was still doing fairly well for itself. It was no longer sustaining the whole company like it once had, but it was too large an audience to ignore. So Softdisk spun Loadstar off to J&F Publishing, under the captaincy of its longest-serving Managing Editor Fender Tucker, and they kept the lights on a while longer.

When Fender retired from Loadstar at the dawning of the year 2000, he passed managing editorship over to Dave Moorman, who kept it going for 49 more issues. It was starting to become hard to find new things to keep Loadstar going at this point. While Dave had some regulars sending in new things, a large back catalog to mine for material, and skill enough to write some software for Loadstar himself, its release rate slowly dropped from monthly to, in 2007, two issues in that year. Then a tornado his his house and destroyed the tools he used to make Loadstar. One more issue made it out in the following year, that had been in production and finished by Ricky Derocher in 2008. And that is where Loadstar’s story ended.

Next, what I’ve been doing

A year or so ago, with the permission of Fender who still owns Loadstar and J&F Publishing, I threw together something called Loadstar Compleat. A prior product also called that had been sold by Fender for some time, a CD-ROM with the 199 issues from before and during his run, along with the 42 issues of another magazine, Loadstar 128, and various other products and odds and ends.

I took the issues from there, replaced some bad copies with better ones provided by Ricky Derocher, added in the 51 later issues from Dave Moorman’s editorship, and added a kind of shell program to make browsing and searching through them all easier. I packaged this all together and threw it up on itch.io as Loadstar Compleat for $15. Since then I’ve now also given three talks on Loadstar and its history, in person at VCFMW 2025, virtually for TPUG, and three days ago also in person at VCFSE 2026. (There should be video of that soon, I’ll link to it here when it enters my notice.)

Now, possibly, the future

Loading screen for early Loadstar issues

Dave has always said he wanted Loadstar to last to its 256th issue, to make it an even binary number (28, or 100000000). Even though Loadstar only had about 100 subscribers left by that point he was still committed to doing it, and only the fury of nature prevented him from making it.

I mentioned this at VCFSE, musing that perhaps I could finish the task he had started, making a final six issues of the venerable disk magazine, and a couple of people there thought that it might be a good idea. And I think I have enough knowledge now of Loadstar’s underpinnings that I might be able to accomplish this. With all the tools available for producing software for retro platforms now (I have an upcoming article on those in the works), it is arguably easier to make C64 software than it’s ever been, and now that there’s the Ultimate64 and Maxi65, the size of the C64 platform is growing once again.

So, let’s start making plans for how this could happen. In addition to doing whatever needs to be done to understand Loadstar’s file formats to get its Presenter system to fulfill our purposes, I figure we need:

  • Contributors, and contributions. Commodore 64 software, hi-res artwork (at least one image for each issue for the loading image), SID music (at least one piece per issue for the Presenter background music), articles and anything else we’d need to keep up Loadstar’s standards according to the systems they used in their late period, which used a polished Presenter menu program written in machine code, a text reader to display documentation and articles, and miscellaneous other niceties.
  • Means to compensate them. We aren’t sure if this can support itself financially yet. For right now, we need to keep our options open. If we get a lot of interest it’s not out of the question that this could mean a bit of actual money, but for now free issues are what we’re considering.
  • A means to produce physical disks. These issues would be sold digitally (as .d64 and .d81 disk images for emulators), but it feels like to be a real disk magazine, there must be actual Commodore-formatted 5 1/4″ and/or 3 1/2″ disks to sell too. You can still get 5 1/4″ disks. Amazon sells them ten for $25.
Middle-period loading screen. (Later issues used custom loading screens for each issue.)

We’re currently discussing ways to accomplish these things. I’ve started a thread at loadstarce.com to discuss this project. We are fortunate that many of the Loadstar editors are still around, including Fender Tucker, his associate editor Jeff Jones, and Dave Moorman, as well as people who care about Loadstar’s memory like Ricky Derocher.

There are two things we need right now. The first is indication of interest. Would you be interested in buying something like this? How about spreading the word about our little venture?

The other thing we need is “content”: software, writing, art and music, in formats appropriate for the Commodore 64. C64 art must be hi-res VIC-II format. Music can’t just be any old SID tune but in the format its Presenter used (more information on that as I determine it). Software doesn’t have to be machine code, for Loadstar published many BASIC programs, and multiple BASIC extensions too, including one, Dot.BASIC Plus, that still has a website and working downloads!

Are you any of you interested in, and capable of, providing these things? I don’t know how much we can pay you yet. For my part I will make the rounds online and approach people who might be interested in helping revive Loadstar, if just for a little while.

And who knows, if this proves popular enough, maybe we could go past issue 256? Shooting for 512 seems like a ludicrous dream, certainly not something I could do in my remaining lifetime, but who knows for sure? Let’s dare to dream.

If you want to be involved in the continuation of the frankly improbable legacy of Loadstar, you can reach me:

Namco Museum Museum Reviewed, Updated

Recently we posted a link to an excellent video that took a look at every software product (Bandai-)Namco has made that had the temerity, the utter gall to call itself “Namco Museum.”

Since then however, its creator Mythic Resonance became dissatisfied with how it turned out, so he took it down for a bit for some editing. Well, it’s back now, and at 2 hours 23 minutes it’s even more complete and in-depth as it was originally.

We’re promised new entries, updated information and corrected errors. He admits that it may still not be absolutely perfect, but of course projects as lengthy and effort-intensive as this one will probably always have something about them that could still be improved. He says it took him 35 months in all to make it, so I’m willing to grant any deficiencies it still has, if just to help Mythic Resonance preserve his mental health.

VCFSE 2026!

Tomorrow begins is VCFSE, which stands for Vintage Computing Festival SouthEast, a three day celebration of retro computing. Not only will I be there, but I’ll have a table for Loadstar Compleat and also selling copies of Exploring Roguelike Games (I just brought two though; they’re heavy!) and ancient issues of Loadstar in their original packaging. And I’ll be presenting an encore of my VCF Midwest talk from September! Maybe the recording system won’t mess up with this one! If you’re around, please drop by.

I’ll probably be a bit overwhelmed over the weekend with VCF stuff, but I’ll try to bring you news from the show floor!

A Reimplementation of DOS King’s Bounty

While it’s seen more than one revival since its original release by New World Computing (the Heroes of Might & Magic series, and the 2008 series titled King’s Bounty by Katauri Interactive), that first version is still a fine game to play even today. Players explore four continents raising armies, fighting hordes of monsters, building income and leadership, collecting artifacts and bringing a variety of colorful villains to justice.

The game simulates the passing of time, which affects a number of things. Every week (five game days) you get income from the king of the realm, but also must pay your troops and other miscellaneous expenses. There is a time limit (determined by the game’s difficulty level), preventing you from passing weeks for income. While you’ll probably fight hundreds of battles in a typical game, technically speaking you can win without fighting any: bringing villains to justice earns you pieces of a map, a depiction of one screen of the game’s vast scrolling area, and the win condition is to find that screen and search for a lost scepter on its center location. While the maps are the same every game, nearly all the locations of the wandering monsters, treasures, villains and other important elements are randomly placed each game, giving King’s Bounty tremendous replayability.

A true classic strategy wargame, King’s Bounty was widely ported, to DOS, the Mac, the Atari ST, even to the Commodore 64 (that must have been a difficult job), and there’s also a surprisingly good rendition for the Sega Genesis/Mega Drive that might be the best version, and was implemented in-house by New World Computing themselves (they did a similarly great version of Might & Magic II for that system).

Dan Heskett has recreated the engine of King’s Bounty and put the code on Github. You’ll need the files of the original DOS disks to use his code, but if you don’t care to go that route you can instead play it in your web browser. The keys are the same as the DOS version; use this PDF of the manual to learn how to play. The Github Readme has a wealth of information, not just on how to build the recreation but of the internals of King’s Bounty. It even includes two autoplayers, one that simulates a game as a human would play it, the other a game played with perfect knowledge of the game world.

Note: I have noticed a couple of bugs in this project. I am giving this project the benefit of the doubt that it was not generated by an AI system. If I discover otherwise, I will mention that fact here.

Here’s a few more screenshots:

The Bad Game Hall of Fame Covers Sonic Jam: Game.com Version

The world is full of traps for the unwary. There’s a whole genre of movie, mockbusters, that exists purely to try to catch people who are only vaguely familiar with some media property, and they make enough money that by cutting their costs extremely thin they can be profitable. Mobile app stores are full of games that try to trick people in a similar way, making themselves look as closely to some popular game as they can get without becoming legally actionable.

Let us all spare a thought for the poor kids who opened up a bright package on Christmas Day to find this. (Image from Wikipedia)

A similar kind of trap was the Game.com, Tiger Electronics’ bid to compete with the Game Boy. It made a kind of sense, sure. Nintendo got into portable gaming with the Game & Watch series, from there spreading into a more flexible system with replaceable cartridges. Tiger made Game & Watch-style LCD games too, so why couldn’t they do the same thing?

Thing is, Tiger was doing this through most of the 1990s! They kept their costs and prices down and managed to make them profitable by just putting out the most barest games possible, Game & Watch-like LCD games in the era of the Sony Playstation. (Ernie Smith at the excellent blog Tedium wondered at their success too.)

Tiger released their Game Boy competitor, Game.com, in September 1997. It was absurdly cheap at $30, but at that time a Game Boy Pocket was only a little more expensive at $55. I think it’s safe to say the only people who were buying up Game.com devices were extremely low information buyers. But they found 300,000 such buyers. I expect a majority of them were grandparents.

Surprise! Your birthday has been ruined!

So, what were those lucky enough to get a Game.com in for? The system got a total of 21 games. One of its games was Sonic Jam. The website Bad Game Hall of Fame had a look at it, and it was quite the thing. I call it a thing because it barely qualifies as a game.

It was named after a Saturn release of the Genesis Sonic the Hedgehog games, and claimed to have Sonics 2, 3 and “and Knuckles,” but not only were all the games strained through the Game.com’s small monochrome screen, they all were drastically cut down. Each has only one level! And it’s barely playable at that!

I’m loving the optimism of that six digit score counter. Screenshot from Mobygames.

Bad Game Hall of Fame did a general retrospective on the Game.com. I personally love terrible janky systems like this, but it’s not because I think they’re secretly good, it’s because, like the mockbuster output of The Asylum, I think they’re hilarious. But I’m not laughing at the kids who were expecting a Game Boy but ended up with this instead.

These days Tiger Electronics exists, as many other game companies from past decades like Milton-Bradley, Parker Brothers, Avalon Hill and Wizards of the Coast, as merely one organ out of the many that comprise the grotesque Frankenstein’s Monster of Hasbro, Inc. Hasbro paid $335 million dollars for them, possibly because they saw something in their then-new Furby product. Nowadays I don’t think Tiger’s name is being applied to any current products, and that’s probably for the best.

Behind The Code Examines NES Double Dribble’s Shot Code

Displaced GamersBehind the Code series, and its companion Talkin’ Code, are probably the best technical examinations of NES games on Youtube. They take games that were the bread and butter of the Famicom/NES in its heyday, products of skilled programmers some of whom had gotten started working on arcade games, and disassemble them, revealing both their the tricks of their trade and the quirks, and sometimes glitches, that made their work unique.

Their most recent examination is the best NES basketball game, Double Dribble. If you’re not familiar with it, it plays and feels an awful lot like it were an early version of NBA Jam, without the teams or players or personality sure, but it does play a mean arcade-style game, which makes sense since it was a port of an arcade game (one that plays, I should say, a hideous vocalized version of the Star Spangled Banner at game start).

Here is the video. (32 minutes) Discussion of the discussion is below it.

Okay, the first surprise is that it that whether the ball goes in or not depends entirely on physics. The game takes the angle of the player to the basket (gotten from the X and Y position of the shot on screen) and sends the ball towards the basket using a lookup table to tell how the ball should move. When the ball arrives, whether it goes in depends on whether the ball is close enough to the center of the basket.

Double Dribble actually just sends the ball towards the basket, and if it’s close enough to the hoop (less than four pixels away), it goes in. Basically, the spot on screen the ball leaves from is what determines whether it scores. Affecting that is that there’s a limited number of discrete angles the ball can be thrown at. Displaced Gamers runs through the math, which is fairly involved, but in short, if you throw at the wrong combination of angle and distance, the ball just won’t go in.

More than that. The big discovery made by Displaced Gamers is that the two hoops aren’t the same! Due to flaw in the math, both hoops’ centers are essentially shifted to the right slightly, and both are also easier to hit when shots are made from the top of the screen, above the basket.

This is only a couple of points from the video. It’s full of the kinds of shortcuts that time-pressed programmers from the age of 8-bit consoles often had to use to make their code work. If you’re allergic to discussions of math (especially trigonometry) you might want to skip this one, but I think it’s worth a look.

Webdepths: Pac-Man Fever Forever

The World Wide Web is now over thirty years old. In that time, more content has vanished from it than remains now, but some of it can still be dredged up from the shadowy archives of the Wayback Machine. This is the latest chapter in our never-ending search to find the cool gaming stuff that time forgot….

A recent Retronauts episode looked back upon the history of Buckner and Garcia’s 45-year-old video game novelty song Pac-Man Fever. Host Drew Mackie also runs Thrilling Tales of Old Video Games, and it just as recently linked in passing a pair of ancient websites devoted to its album, Lee Seitz’s Pac-Man Fever Forever and 52 Weeks of Pac-Man Fever.

We here at Set Side B do everything we can to encourage the kind of unhealthy obsession with video game ephemera that is epitomized by these sites. And carrying a torch for a novelty song dating back to the height of the arcade era, that sounds even crazier (“It’s drivin’ me cray-zee!”) than my own obsession with Rampart.

Started in 1994, when readers would have had to browse the page in Mosaic, the length of the site Pac-Man Fever Forever’s legacy now begins to rival that of the song itself. Like all good websites it refers to other pages on this Widest of World Webs, but alas most, if not all, of the sites it refers and links to are defunct now, saddest being that of the song’s creators, Buckner and Garcia themselves.

As countless kids on social media remind me nearly every minute, I am old, and yet I still dimly remember 1981, the year of Pac-Man’s release, which now might as well be the Stone Age. Social Media, the Web, the public Internet and, I seem to remember, electricity didn’t exist back then. But people still listen to Pac-Man Fever, and they still play Pac-Man today, and Bandai-Namco continues to squeeze the hungry lemon-wedge for every final drop of its juice. I maintain that Bally-Midway, R.I.P., was at least as responsible for its worldwide success as Namco was, and it would have been them who’d have sub-licensed the game’s sounds for a novelty song, as they would have for the Pac-Man Saturday morning cartoon show, a whole landfill of tatty merch, and most of the other instances of Pac-mania from the classic age of arcades. (But not Pac-Mania: Atari published that in the US)

We know Gary Garcia has since passed away. Jerry Buckner (IMDB) continues to roam the neon-blue tunnels of the Earth, and he wrote a song for Wreck-In Ralph. We here hope he continues giving breath as long as he wants. Thanks for the tunes, and to Lee Seitz, thanks for remembering them.

A Speedrun of a Joke Donkey Kong Romhack

I hope you’re ready for something pleasingly pointless. Let’s review.

  1. In 2024 Kayinworks wrote an essay about games as models vs. toys. I’d describe the same dichotomy as simulationism vs gamism. Neither are necessarily bad, but their aims are different. Models, like model trains, take some real-world thing and try to give you its essence. Toys use a real-world thing to lend flavor to a friendlier, more accessible, but in some cases more pandering experience. That’s an oversimplification, it’s a great article, well-thought and full of nuance, but it gets across what you need for item 2. (It also mentions and links to the preposterous and awesome Ginormo Sword.)
  2. Taking inspiration from that essay’s description of changing old games, modernizing their looks and in some cases changing game rules to be more acceptable to players, although sometimes in ways that miss the point of why those old games do things they way they do, plourples created a romhack for NES Donkey Kong that does away with such quaint notions like Mario having a jump that’s only his own height tall. “What’s that? This ruins the entire game? But it’s for Quality of Life!”
  3. Darkman425 and Spikestuff speedran that game. (Youtube link, 48 seconds)

I’m only sad they didn’t do the version with the Conveyor Belt level.

White_Pointer Gaming Explains SNES Enhancement Chips

White Pointer Gaming is the Youtube channel that examines games and figures out how they pull off the graphical tricks they do, and we’ve linked them to those several times before because they almost always find some interesting tricks to explain, like when the Genesis/Mega Drive pulls off something which looks like scaling, which happens more often than you’d think.

This video is a bit more general than that, describing the various kinds of extra chips included in SNES carts. (11 minutes)

It didn’t have as many different kinds of mappers as the NES did, since its processor had a much larger address space, but it still had a few helper chips included in cartridges through the system’s life. Most of these were essentially co-processors. The most famous one was, of course, the Super FX, which supplemented the unit’s relatively pokey 5A22, providing it enough extra muscle to rapidly draw polygons. But there were other chips, like the DSP line, and the SA-1, which was essentially another processor of the same kind as in the SNES, with its own memory and clocked at a much higher speed, and additional aids.

The use of these chips allowed the SNES to perform feats it was incapable of out of the box. Unlike the NES, which I’m pretty sure wasn’t intended to be used with mapper chips in its initial design, at least one SNES launch title, Pilotwings, used a DSP-1 chip. I have to wonder if Nintendo’s affection for including extra hardware in cartridges played a role in their ill-fated decision to go with cartridge media for the N64?

Multilink Monday: A Buncha SGDQ 2026 Runs

We collect literally hundreds of links in compiling stuff to you, far more to give everything its own post. Here’s a scattershot collection of some of it, we hope that one or two of them might strike your discriminating fancy.

SGDQ 2026 has concluded, having raised $2,400,000 this year for Doctors Without Borders.

Each event there are many runs of possible interest for people—and I must remind you, GDQ is far more than just AGDQ and SGDQ*.

I’ve collected a number of them in the list below. Of course I’ve picked and chosen those I found the most appealing, but they all can be found in their video archive on Youtube. Times gives are the video length, not the length of the run.

The Legend of Zelda

A Link to the Past (no major glitches, 1h33m)
The Wind Waker Randomizer Race (2h41m)
Tears of the Kingdom (1h7m)
The Wand of Gamelon (silly block, 58m)

Arcade Games

Ghosts ‘n Goblins (20m)
Vs. Super Mario Bros (24m)
Total Nuclear Annihilation (pinball, 39m)

NES Games

Castlevania (1HKO, 15m)
Gauntlet (16m)
Clash at Demonhead (30m)

16-Bit

Ogre Battle: March of the Black Queen (1h13m)
Donkey Kong Country 2: Diddy’s Kong Quest (1h44m)
SNES Teenage Mutant Ninja Turtles 4: Turtles in Time (23m)
Sonic 3 & Knuckles (40m)

Kirby

Kirby Air Riders (Air Ride races, 43m)
Kirby’s Dream Land 2 (42m)
Kirby: Nightmare in Dreamland race (48m)

UFO 50

Rail Heist (19m)
Vainger (Cherry goal, 35m)
Mystery Tournament (offstage, 3h22m)

Indies

Pizza Tower (tag-team Peppino & Noise, 1h11m)
Hollow Knight Silksong (1h54m)
Rift of the Necrodancer (48m)
Environmental Station Alpha (31m)
Slay the Spire II (55m)
Yooka-Laylee and the Impossible Lair (22m)
Supraland (48m)
VVVVVV (16m)
Stardew Valley (race, 47m)

Miscellaneous

Super Mario Maker 2 (1h34m)
Mario 64 (120 star TAS, 1h19m)
Metroid Dread (1h12m)
Elden Ring (3h16m)
Kingdom Hearts II: Final Mix (2h24m)
Banjo-Tooie (54m)
Pokémon FireRed (3h47m)
Super Princess Peach (1h38m)
Wario World (53m)
No More Heroes (1h35m)
Fire Emblem: Three Houses (1h29m)
Wii Sports (28m)
Earthbound Beginnings (35m)
Crash Bandicoot 4: It’s About Time (1h33m)
Wario World (54m)
Resident Evil 3: Nemesis (with a guitar controller, 56m)

Silly Block

DOS Mega Man (silly block, 13m)
C64 Snoopy, 9 loops (silly block, 17m)
Grandma, No! (silly block, 22m)
Dryway Eating Simulator (silly block, 21m)
Power Shovel (silly block, 13m)
Bait & Tackle (silly block, 18m)
WHAT THE GOLF? (silly block, 19m)

For the embedded video, which will become the video included in the social media posts, I choose DingoYabuki’s Ghosts ‘n Goblins arcade run, because it’s short and impressive:

When AGDQ 2027 comes around it’ll be in Atlanta, and I hope to be able to bring you coverage live, on the ground from the event itself! Let’s keep our fingers crossed and our expectations low!

* As an aside, just today GDQ was doing a stream with SNK, which they abruptly cancelled 30 minutes in, when they learned about SNK’s relationship with the Saudi Arabia Public Investment Fund. I’ve heard some people react bitterly that they were going to do the stream at all, but I have to say wow, calling it off while it’s in progress takes rather a lot of guts! I think cutting people like GDQ at the first iota of disapproval might be going too far, that people who realize their mistakes should be cut some slack, especially when it’s so rapid. I say, be prepared for positive action and reward it appropriately.

SGDQ 2026 Begins Sunday

It’s one of those two times of year again. Games Done Quick, the bi-annual week-long charity speedrunning marathon, begins at 12:30 PM (“Noon Thirty”) Eastern Time on Sunday, July 5th, that’s tomorrow. The day after today, the 250th occurrence of that particular US holiday some people make a fuss about.

This one is SGDQ, where the S stands for Summer. If my recollection is accurate, AGDQ, the one that happens in January, is the home of Awful Block, speedruns while SGDQ hosts Silly Block. You can keep track of them by the first letter: AGDQ for Awful, SGDQ for Silly. Even so though there’s a lot of leakage between the two, and many of the games in Silly Block this time would fit in well in its Awful relative, including the infamous Snoopy game on Commodore 64, Mega Man for DOS and The Legend of Zelda: The Wand of Gamelon.

The schedule is here. A few games of interest, I think, are Castlevania: Symphony of the Night, Kirby Air Riders (only Air Ride mode though), No More Heroes, a couple of games from UFO 50, the SNES version of Ogre Battle, Sonic 3 & Knuckles, Paper Mario: The Thousand Year Door, Vs. Super Mario Bros, Earthbound Beginnings, What The Golf?, The Legend of Zelda: The Wind Waker Randomizer, Gauntlet and Castlevania both for NES, and a naneinf run of Balatro, among many others.

1960s Navy Training Film on Computers

Surprise! Today’s post is about a video from Periscope Films from sixty years ago on the fundamental building blocks of computers from way back then. Right off we’re told that computers no longer rely on primative things like electromechanical relays (gags) or vacuum tubes (wretches). NOW computers are made of TRANSITORS, and we truly are living in the future! (18 minutes)

The cool thing is, while they’re much faster now denser now, and faster, and we have much simpler ways of interacting with them, and storage, both chip and magnetic, hold much more data, and each of these things has improved by a factor of billions or even trillions, computers still basically operate on these same principles.

This video mostly concerns itself with explaining how basic computer circuts are made. It makes for fairly dry viewing if you don’t know anything about electronics or circuit diagrams, but maybe it’ll be interesting anyway, from a historical perspective.