Generation Commodore

Generation Commodore

In this edition of my book list, I'm excited to showcase a carefully curated selection of titles dedicated to the iconic Commodore computers.

Growing up, I was incredibly lucky to experience the magic of Commodore computers firsthand, starting with the Commodore 64 in the early '80s and later the Amiga 500 in 1987—a heartfelt thank you to my mom and dad for introducing me to these technological marvels.

My old Amiga 500


Booklist



Generation 64

by Jimmy Wilhelmsson and Kenneth Gr?nwall is an engaging and comprehensive exploration of the Commodore 64's impact on the generation of early geeks (designers, coders, artist, writers, musicians) who grew up with this iconic home computer. The book delves into the cultural and technological significance of the Commodore 64, chronicling its role in the early days of personal computing and video gaming. Through interviews, anecdotes, and analysis, Wilhelmsson and Gr?nwall capture the spirit and innovation of the Commodore 64 era, highlighting how it inspired a wave of creativity in programming, gaming, and music.


Generation 500

by Jimmy Wilhelmsson and Kenneth Gr?nwall is a follow-up to their earlier work, focusing on the legacy and impact of the Amiga 500 computer. This book delves into how this revolutionary machine shaped the lives of its users, influenced the development of digital art, music, video games, and multimedia, and fostered a unique and creative community. Through interviews with key figures, personal anecdotes, and an exploration of the Amiga 500's technological advancements, Wilhelmsson and Gr?nwall paint a vivid picture of a period marked by innovation and the breaking of new ground in personal computing.

The best book I have read so far covering the "demo scene" in the Nordic region. I would love to see Jimmy and Kenneth expand the Swedish coverage to include more from Finland, Norway, Iceland, and Denmark. It's amazing to see how many founders, especially those in "multimedia" related companies, come from the 80s and 90s demo scene.


Commodore 64: A Visual Compendium

by Bitmap Books Ltd. is a vibrant celebration of the Commodore 64, one of the most beloved home computers of the 1980s. This book is a treasure trove of visual nostalgia, packed with stunning artwork, screenshots, and illustrations that capture the essence of the Commodore 64 era. Through a series of carefully curated pages, it showcases the computer's most iconic games, software, and the creative culture it spawned. Accompanied by anecdotes, interviews with developers, and insights into the making of these digital masterpieces, the compendium is both a trip down memory lane for those who experienced the Commodore 64 firsthand and a fascinating exploration of its legacy for newcomers.


Commodore Amiga: A Visual Compendium

by Bitmap Books Ltd. is a richly illustrated homage to the Commodore Amiga, a computer that defined the graphics and multimedia capabilities of the late 1980s and early 1990s. This book captures the essence of the Amiga through a collection of vivid visuals that include game screenshots, artwork, and photographs that highlight the system's revolutionary graphics and sound. Accompanied by insightful commentary from developers, artists, and enthusiasts, the compendium delves into the Amiga's impact on video gaming, digital art, and animation. It offers readers a nostalgic look at the machine's most memorable games and applications, while also celebrating its enduring influence on the creative industries.


The Story of the Commodore Amiga in Pixels_

by Chris Wilkins and Roger M. Kean offers an in-depth look at the history and legacy of the Commodore Amiga, a computer celebrated for its groundbreaking graphics and sound capabilities in the 1980s and early 1990s. Through a combination of rich visuals, including screenshots, advertisements, and illustrations, alongside detailed narratives, the book chronicles the development, rise, and cultural impact of the Amiga. It features interviews with key figures who contributed to the Amiga's success, detailed explorations of its most iconic games and software, and insights into the vibrant community that surrounded this influential machine.


The Future Was Here

by Jimmy Maher provides a detailed examination of the Commodore Amiga's role in shaping the landscape of personal computing. Maher expertly navigates through the Amiga's advanced multimedia capabilities and its influence on video, sound, and graphics technology of the time. The book explores how the Amiga not only pushed the boundaries of what was possible in personal computing but also fostered a unique creative community that produced groundbreaking work in digital art, music, and video game design.


Commodore: The Inside Story

by DAVID John PLEASANCE offers an unprecedented glimpse into the inner workings of one of the most influential computer companies of the 20th century, Commodore. Drawing from his experience as a key figure within the company, Pleasance provides a detailed account of the rise and fall of Commodore, focusing on the innovative technologies, business decisions, and leadership dynamics that defined its history. The book sheds light on the behind-the-scenes challenges and triumphs, from the development of groundbreaking machines like the Commodore 64 and the Amiga to the internal struggles that led to the company's eventual decline.


Commodore: A Company on the Edge

by Brian Bagnall offers a detailed chronicle of Commodore's journey from its inception to becoming a pioneering force in the personal computing industry. Bagnall meticulously narrates the company's highs and lows, focusing on its innovative contributions, such as the development of the Commodore 64, the best-selling personal computer of its time, and the Amiga, known for its advanced graphics and sound capabilities. The book provides an insider's view of the internal power struggles, strategic decisions, and the visionary leadership of Jack Tramiel that shaped Commodore's destiny.

Thanks Arne Tonning ???? ???? for the tips to include this great book.


10 PRINT CHR$(205.5+RND(1)); : GOTO 10

by Nick Montfort and collaborators is a fascinating exploration of a single line of BASIC code that generates a maze on the Commodore 64. This book delves deep into the cultural, technical, and philosophical implications of this simple program, illustrating how a seemingly straightforward piece of code can embody complex ideas about randomness, art, and computer programming. The authors dissect the code from various angles, discussing its place in the history of computing, its artistic significance, and its role as a point of convergence for mathematical theory and creative practice.


10 PRINT CHR$(205.5+RND(1)); : GOTO 10
RUN        
Testing it on my C64


Commodore 64: Programming Step by Step

by Phil Cornes is an instructional guide designed to introduce readers to the fundamentals of programming on the iconic Commodore 64 computer. Aimed at beginners, the book methodically covers the basics of the Commodore 64's architecture, its version of the BASIC programming language, and essential programming concepts. Through a series of practical examples and step-by-step instructions, Cornes effectively demystifies the process of writing software, from simple programs to more complex applications. The book not only teaches programming skills but also encourages readers to explore the capabilities of the Commodore 64, fostering an understanding of how software and hardware interact. By the end, readers are equipped with a solid foundation in Commodore 64 programming, ready to delve into more advanced projects and explore the computer's potential for creativity and innovation.

Best "intro" book to the C64 I have seen. Archive org link.


Demoscene: The Amiga Years, Volume 1 1984 - 1993

by Christophe Boucourt is an insightful exploration of the Amiga demoscene, a vibrant and creative subculture that pushed the boundaries of digital art and programming on the Commodore Amiga during its heyday. Boucourt delves into the origins and evolution of the demoscene, showcasing how enthusiasts and programmers used the Amiga's advanced capabilities to create demos—complex visual and auditory displays of technical prowess and artistic expression. The book features detailed accounts of key groups, influential demos, and the technological innovations that drove the scene forward.


The Amiga Years, from Bedrooms to Billions

a documentary by Anthony Caulfield and Nicola Caulfield that chronicles the revolutionary impact of the Amiga computer from its conception to its cultural legacy. Through interviews, archival footage, and personal stories, the film explores how the Amiga transformed the world of gaming, graphics, and multimedia, originating from humble beginnings to becoming a beloved icon. Highlighting the ingenuity and creativity it inspired among users and developers, the documentary paints a vivid picture of the Amiga's journey through the technological landscape and its enduring influence on the digital world.




“DeluxePaint is a graphics tool that can help you create works of art with an ease and precision that you may never have thought possible.”

— DeluxePaint II Manual, 1987


Some of my DeluxePaint pixel graphics from the 80s and 90s created on the Amiga.


Photo: Teodor Bjerrang

Photo from the Amega Party?1991. It was held at a school in Porsgrunn, Norway by?Cryptoburners,?Fairlight,?Dexion?and?Violence?for the Amiga Demo scene.


Alcatraz Memberlist


Teodor Bjerrang - 1994

Me back in 1994, two Amiga 4000, running LightWave 3D.


The Gathering 1994, Norway.


Also to check out


Todd Hooper

Investor & entrepreneur

1 年

Great books, I'll have to chase some of them down. I discovered last year that games I "published" at 14 for the VIC-20 were the first homebrew games published in Australia and are now in the collection of the National Film and Sound Archive of Australia. ??

Arne Tonning ???? ????

Partner @ Alliance VC | Investor, Board Member

1 年

Awesome Teodor ?? My journey was Commodore 64 (‘83) and the odd creation Amiga 2000 (‘88). The C64 provided by far the most joy. I really enjoyed this book: Commodore: A Company on the Edge https://a.co/d/3p783q2

Pasi Ilola

Founder & CEO at Starcart

1 年

Thanks for this...! I already had some of those books but immediately shopped for more :) My first company Frantic was originally a gemo group with the same name :). I loved the demo scene. Doing demos was IMO the perfect way to learn how to create something beautiful from scratch, stretching the limits of the technology available at the time, and using nothing but the skills of some highly creative people. In Finland, especially the gaming startups owe their success to the Amiga and PC demo scenes: the vast majority companies such as Supercell, Small Giant Games, Remedy, Housemarque, Noice and Metacore have their roots in demos. As for the machines, I had a C64 and an A500, but my favorite by far was the A3000. It didn't have AGA, and it didn't have 16-bit sound (something that I was really pining for at the time). But it still is the only computer that I actually miss using :) and I'm still sorry I sold it to Panu Ervamaa - Panu, can we talk :)) ps. we were in Porsgrunn in 1991 :))) it's a small world :)) lugging the heavy Commodore monitors from the Stockholm ferry to the Oslo train is an experience I'll never forget ;))

Anette Dahlstr?m St?l?y

Product Manager IoT at Prelect

1 年

I got a hand-me-down Commodore 16 (!) from someone who got to upgrade from the 16 to 64. I think I had 2 games, one of them Zodiak, can’t remember the other one. It was my introduction to games. I’ve read that the Commodore 16 was meant as a cheaper version of 64, that sold some units in Europe but was canceled pretty quickly.

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