Retro Gamer

Revisting the C64GS

The Commodore 64 Games System is often called one of the worst consoles ever. Andrew Fisher looks back at what went wrong, and how it inspired some impressive games

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Commodore had big plans to take on the home consoles with a system of its own. Andrew Fisher reveals what happened…

There is no denying the C64GS was a commercial failure, with under 20,000 units being sold. The idea grew from Commodore Germany, with its 1989 bundle of a C64 computer, joystick and Super Games cartridge (with Internatio­nal Soccer, Colossus Chess and Silicon Syborgs).

“We were first contacted by Commodore and Sonopress in May 1990,” says John Twiddy, Vivid Image cofounder. “I had been working with Sonopress for several years doing Cyberload protection on tape mastering so there was already quite a relationsh­ip. My first love had been electronic­s and I had been quite involved in the Trilogic Expert Cartridge. Therefore, I started by suggesting the required circuitry in early June. This would allow a 4Mbit EPROM/ROM to be bank switched in 8KB chunks. The hardware I had already created to develop for the Expert was ideally suited for emulating the cartridge, so I set about creating a developmen­t system which we hoped would make it much easier for other publishers to develop and master their games. Commodore

also asked us to create the first compilatio­n cartridge which would be sold with the console.”

John remembers a particular with the prototypes. “Sonopress set about designing the circuit boards based on my design and prototype boards were ordered at the same time as manufactur­ing of many thousands of the finished product, which needed to be kicked off to production due to the short deadlines. This in itself created a lot of stress, especially when the prototypes were due to come back from manufactur­e whilst I was away on holiday on a remote Greek island. I managed to phone the office on the day they were due to be tested and was told that the circuit board did not work. Since no one at the office understood why they did not work, we then were desperatel­y trying to arrange for me to return to England to find out why. Luckily, at the last minute, just before I was about to set off, leaving my girlfriend on the island, it was discovered that the reason the prototype did not work was because the circuit board was double-sided and although the finished board would have plated through holes, the prototype needed to be soldered on both sides and the person who had assembled it did not realise this. The local taverna received a lot of custom from me that night.”

Vivid cofounder Mev Dinc also remembers working on the system. “We had a special relationsh­ip with Commodore as we did some great work on C64 and Amiga,” he says. “I believe we sold over 15

developmen­t kits, which is quite an achievemen­t when you consider the number of publishers at the time!” The GS was not the only console

Mev and John worked on. “We were involved with the early days of the ill-fated Konix system. John is one of the best programmer­s I know, his excellent knowledge coupled with great programmin­g ability allowed us to experiment with stuff.” As well as a four-game cartridge (Internatio­nal Soccer, Klax, Flimbo’s Quest and Fiendish Freddy’s Big Top O’ Fun), the GS came with Cheetah’s Annihilato­r joystick. This had a secondary fire button on the base, allowing extra functions in-game. “The idea was good but not many games made real use of it,” says Mev, and the joystick itself was notoriousl­y poor. John lists the cartridge’s benefits. “The advantages of speed, protection from piracy and durability were significan­t, although the downside was cost and also a longer manufactur­e time.” Originally, C64 cartridges were only 16KB, but this new generation allowed much greater memory. “Cartridges were able to occupy an 8K bank within the C64’s memory space and therefore the system of bank switching allowed almost limitless memory,” John says. “However, the cost of the ROMS/ EPROMS meant that realistica­lly 512KB tended to be the largest it was sensible to go up to. Going larger put up the price significan­tly.” Vivid’s own games, including Hammerfist and First Samurai never made it to cartridge. “We never considered this because the cost of manufactur­e was too high for us as a small company.”

Commodore launched the GS in December 1990 into a turbulent market. At trade shows before launch, up to 100 games were promised “by Christmas” – but support dried up. Ocean created the majority of the 28 official GS games with its own cartridge developmen­t system, as developer Paul Hughes recalls. “Dave Collier wandered into my room with a foot-long cartridge and told me about the hardware he was designing for ‘a console-based C64’ that was coming out. It was basically a bank switchable ROM that mapped itself into memory and was then shunted around the C64’s RAM as required.” There was another advantage in going it alone. “It meant Ocean could control the supply chain; we didn’t have to license anyone else’s system or designs and we could manufactur­e as many as we needed when we needed them without going through a third party,” continues Paul. Size mattered to Ocean, proclaimin­g its 8Mbit cartridges in adverts. “As there was quite a large turnaround from sending the ROM image out to the

manufactur­ers to receiving cartridges back (weeks, rather than hours with cassettes) you had to be smart with your orders,” Paul says. “You didn’t want to order a huge quantity of 256K ROMS if you didn’t think you could sell them all. Only the perceived ‘slam dunk’ titles got the bigger ROMS. Carts usually started at 64K and went up to 256K. I did the low-level kernel that let the devs load from cartridge to anywhere they wanted in memory just as if it was coming off tape or disk. Because ROM was so expensive I had to compress the heck out of the code and data; the developers just had code that said, ‘Give me this block of data and put it here,’ and under the hood I was bank switching in blocks of data and decompress­ing it in place to the required location.”

cean’s titles made use of the cartridge capacity, says Paul. “Navy SEALS was a good example. Steve Thomson did some beautiful extra screens between each level which would’ve take a minute or so to load off tape, but off cartridge it was almost instant. Battle Command is a good example of quickly mapping different look-up tables in and out of RAM as they were needed.” Chase HQ II used the Annihilato­r ’s extra button for Nitro boosts, while in Battle Command it activated the pointer used to change tank controls. John’s favourite GS game is a System 3 title. “Ninja Remix was an ideal match because the game on cassette/disk was split into so many loads which interfered with gameplay.”

Looking back, with hindsight, Paul says, “The GS, well, it was a bit of a stinker. I remember Gary Bracey bringing in the final hardware to my office and Dave Collier immediatel­y taking a screwdrive­r to it and opening it up – it really was just a

C64 motherboar­d with a ribbon connector. If memory serves even the cassette deck connector was still inside there! Clearly Nintendo were taking over the world with their cartridge based games and the GS was a way to rebadge old stock of their aging hardware. Alas everyone saw through the façade. Why buy a GS when you could just plug the cartridge into your C64?” Commodore failed to promote the cartridges as being fully compatible with the computer as well, but Ocean made that clear on all of its cartridge advertisin­g. Unsold consoles were turned back into computers, and hackers have since added keyboards and drives to the console.

John Twiddy reflects on the

GS. “At the time I thought the

C64GS was a really good idea,” he remembers. It had the potential to transform the traditiona­lly slow loading speeds on the C64 but one of the biggest problems was that without a keyboard, converting many games was too difficult and game developed solely for the C64GS had a limited market.” Compared to its competitor­s, how does John see the GS? “I am probably too biased here because the C64 was such a favourite of mine. Although I have to admit I was surprised that the C64GS was such a clumpy shape when I finally saw the finished product.” Mev adds, “The idea was good, but I’m afraid almost all the people involved saw it as an opportunit­y to make a quick and extra buck by simply putting existing games on the machine.”

Collectors will want to track down some of the GS’S now-rare titles. Ocean’s Double Dragon used the cartridge to store extra enemy types, and was only on sale at trade shows. Dinamic released several cartridges, including motorbike sim Aspar GP Master. Atrax licensed existing games and made several cartridge compilatio­ns. And Silverrock made games that are hard to track down.

The GS cartridge format lives on, however, with many quality releases. Paul Koller has wowed the audience with his demakes – including the recent Luftrauser­z. James Monkman of RGCD decided to specialise in cartridge games as a publisher.

Many RGCD releases are specifical­ly designed to be Gs-compatible.

The GS was not a success, but it led to top quality releases at the time and a new wave of cartridge games now. The console is highly sought after, selling for many times its original retail price. Its legacy has lasted longer than Commodore, which closed its doors in 1994.

With thanks to John, Mev, and Paul, and Mat Allen for photos.

"IF MEMORY SERVES EVEN THE CASSETTE DECK CONNECTOR WAS STILL INSIDE THERE" Paul Hughes

 ??  ?? » The front of the C64GS box, and the back (inset) detailing the four games that came bundled with it.
» The front of the C64GS box, and the back (inset) detailing the four games that came bundled with it.
 ??  ?? » [C64GS] Cyberball on cartridge had a larger playbook than the tape and disk versions.
» [C64GS] Cyberball on cartridge had a larger playbook than the tape and disk versions.
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 ??  ?? » [C64GS] Navy Seals was one of several games that Ocean released for the system.
» [C64GS] Navy Seals was one of several games that Ocean released for the system.
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 ??  ?? » From top to bottom: John Twiddy, Mev Dinic and Paul Hughes.
» From top to bottom: John Twiddy, Mev Dinic and Paul Hughes.
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 ??  ?? game, including this target-shooting interlude. » [C64GS] Robocop 2 felt more like a console
game, including this target-shooting interlude. » [C64GS] Robocop 2 felt more like a console
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 ??  ?? dynamite collects gold and avoids
» [C64GS] Hugo the Troll in Skaermtrol­den Hugo.
dynamite collects gold and avoids » [C64GS] Hugo the Troll in Skaermtrol­den Hugo.
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 ??  ?? » [C64GS] They may not have been massively enhanced, but games like Microprose Soccer were still fun to play.
» [C64GS] They may not have been massively enhanced, but games like Microprose Soccer were still fun to play.
 ??  ?? » [C64GS] The impressive introducto­ry sequence of Terminator 2 includes a gigantic scrolling Terminator.
» [C64GS] The impressive introducto­ry sequence of Terminator 2 includes a gigantic scrolling Terminator.

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