Software by Gregg
A Commodore 64 in 2004
How fun is this? I spent a few weeks helping people in a grade six class
make a videogame on the Commodore 64.
Here's how it happened. Each participant got two sessions
of use of the classic sprite editor Multisprite, during
which time they experimented with pixel editing and
sprite animation.
We then pooled the artwork everyone came up with to make a rather
cool little game, considering it was writen in BASIC.
Here's one of the screens:
The goal here is to fly the bird around, landing in various spots,
and pecking the ground. When a worm is found, the bird must
fly back to the nest with it. The good old BASIC GOTO loop gives this
a challenging feel, as one presses the fire button on the joystick
to flap the bird's wings.
Once in a while, instead of getting a worm, the bird would vanish
in a puff, and the message "BAN LAND MINES" would appear.
Then its on to a zany cartoon land
where some sort of cat character on a skate board catches falling TVs on the ends of her
skateboard. If the TV falls right on the cat you die. The TV's turn into
a variety of weirdly ordinary items such as refridgerators and toilets when
they are successfully caught.
Look what comes next. Don't you just love the creativity this old
8 bit technology always inspired? Kids + Commodore - distractions = math really IS fun!
Now lets travel back in time a ways. 1987, and two guys who listen
to music by a band who's name we're not allowed to say on the air
attempt an ambitious port of the arcade laserdisk classic Space Ace
to the Commodore 64.
The third guy seen here is Frank, a friend who actually was in the army, and
who was instrumental to the success of the night's operation, but
who had nothing to do with porting Space Ace to the C64.
Scott did most of the graphics, while I handled the programming. We began
by bribing a friend's friend who worked in an arcade to take the
Space Ace machine out of service and haul it in back where we recorded
a playback of the laser disk onto videotape.
Scott and I eventually finished one out of about 15 carefully planned levels, and it turned
out absolutely great. We used a funny little box called "Computereyes", which
was a video digitizer for the Commodore 64, to digitize this frame from
Space Ace, which we captured on Scotts' Parents' at the time fancy new
frame store VCR.
The idea was to have a digitized frame from the arcade game introducing
each of the levels.
The game we put together was truly amazing, in that it actually WAS Space Ace!
On a lowly Commodore 64! One could master Space Ace in the arcade, and then play
our C64 version, and all the moves and timing needed to beat the arcade game
were exactly the same in our version.
I guess Scott and I were deeply offended by the horrible port of
Dragon's Lair that had come out previously, which bore no
resemblance to the play mechanic of the original. We were determined
to show that a laser disk game COULD be ported faithfully to
the Commodore 64.
This was accomplished through some clever machine language code I devised, which
actually took the form of what would now be called a virtual
machine interpreting byte code. As well, it was accomplished through
Scott's fantastic multisprite graphics.
The story gets stranger. We shipped our demo to Electronic Arts, who
rejected the game, saying that they had never heard of an arcade game
called Space Ace. But EOA released their own game called
Space Ace within a year of having seen our demo.
Scott and I never did manage to see what the Electronic Arts version
of Space Ace actually looked like, and find out if they stole
anything from us. Anyone out there with knowledge of the Electronic
Arts version of Space Ace: it would be a gas to hear from you.
Scott and I appear in this photo quite a number of years later,
reminicing over the glory that might have been.
Software by Gregg