• Skip to primary navigation
  • Skip to main content
  • Skip to primary sidebar
  • Skip to footer
  • About Us
  • Contact
  • Advertise
  • Privacy Policy
  • Shop

AUSRETROGAMER

The Pop-Culture E-Zine

  • Announcements
  • History
  • Retro Exploring
  • Retro Gaming Culture
  • Reviews
  • Modern Gaming
  • Podcasts
  • Pinball
You are here: Home / Archives for History

History

Retro Gaming TV Commercials

March 14, 2014 By ausretrogamer

AtariSummer

Remember the old “Are you keeping up with the Commodore” television commercial? Or who could forget the ‘Atari Summer‘ promotion for their 5200?

The advertising wars weren’t just confined to print media. There were shots fired via television commercials by all major players. Commodore focused on the family unit and pushed their C64 as a home computer for the entire family to enjoy. Atari on the other hand chose to sex it up when it was time to peddle their ill-fated 5200 Super System.

Sega played it safe when it came to introducing the west to their 8-bit Master System by depicting a family (minus mum!) having fun with their arcade conversions. Meanwhile, Nintendo hit hard in the USA with their 1985 commercial, introducing us to R.O.B, the Zapper gun and their 8-bit console beauty, the NES. The rest, as they say, is history.

Take a trip down nostalgia lane and relive the television commercials that introduced us to our most beloved systems.

Are You Keeping Up – Commodore 64

source: gamemusicparadise

Nobody’s Hotter Than Atari This Summer

source: DigThatBoxRETRO

The Challenge Will Always Be There – Sega

source: robatsea2009

The Birth Of The Nintendo Entertainment System

source: DigThatBoxRETRO

Filed Under: History Tagged With: 1980s, Advertising, Atari, C64, Commodore, nintendo, sega, TV Commercials, video

Transformers: Home Computers In Disguise

March 4, 2014 By ausretrogamer

It wasn’t just Hasbro that were making transforming alien robots in the 80s and 90s. The heavy hitters of the home computing and video gaming industry got into the act by transforming their home computers into consoles. Unfortunately, the only thing that this venture proved was that home computers should never be repackaged as consoles.

Commodore 64 Games System
CON_c_c64gsOn the back of the success of the C64 home computer, good old Commodore decided to release the console version in 1990 – the Commodore 64 Game System (C64GS). With other more powerful consoles on the market, the C64GS disappeared without making a mark. The C64GS was a blight on the C64 pedigree. 

Amstrad GX4000
CON_amstrad_gx4000Amstrad wasn’t going to be outdone by Commodore, so to compete against the C64GS, they released their GX4000 console – a repackaged CPC computer. Despite being more powerful, it suffered the same fate as the C64GS. Both machines booked their tickets to obscurity, as they were no match to the offerings from NEC, Sega and Nintendo.

Atari 5200 Super System
Con_Atari5200
Atari’s first attempt at transforming their home computer, the Atari 400, into a console, was the disastrous 5200 Super System! With a hideous controller added into the mix, the 5200’s fate was sealed. It was never released outside of North America.

CBS ColecoVision
CON_ColecoThe joker in the Home Computers In Disguise pack is the ColecoVision. What a lot of gamers don’t realise is that the ColecoVision was based on the MSX standard – an early Japanese PC standard developed by (none other than) Microsoft. The Coleco got a better sound chip, but other than that, it was a console-ised MSX.

Amiga CD32
CON_CD32You would have thought that after the disaster of the C64GS, Commodore would have learned their lesson. Well, they didn’t. Commodore tried their hand at repackaging their Amiga 1200 computer into a console, the Amiga CD32. When compared to the Amiga CDTV, some would argue that the CD32 was a success. Sadly, Commodore’s financial woes in the 90s ensured that the CD32 didn’t stand a chance in surviving the looming 32-bit console war.

Let this be a lesson learned – DO NOT REPACKAGE COMPUTERS INTO CONSOLES!

____________________________________________________________________________________________________________________
image source: C64GS – 6502.org; Atari 5200 – avgn.wikia; Coleco – retroauction; CD32 – ilesj

Filed Under: History Tagged With: Amiga CD32, Atari 5200, C64GS, ColecoVision, ff0000, GX4000

Press Play: Loader Music

February 28, 2014 By ausretrogamer

C64_load

How many of you recall the days when games were loaded from tape? The collective sigh is deafening! With head alignment and azimuth adjustment to throw in the mix, it was always a gamble when loading games from this primitive media. Don’t get me wrong, the nostalgia is still strong when rewinding a tape for the fifth time and pressing PLAY to reload the same game.

When it came to loading a game from tape, your patience was further tested (and eroded) with the length of time it took to complete the load of a game. It wasn’t uncommon for games to take up to 47 minutes to load (yes, I am looking at you Arnie’s America’s Cup Challenge!). We used that time to shoot some hoops or play some cricket in the backyard. Once time had passed, we would go back inside to either find the game loaded, or that dreaded decompression screen on an endless loop. ARRGGHHH!

tape

How could the loading be made more tolerable? Developers came up with a novel idea – putting load music to entertain the poor souls that endured long loading times. This was exactly what companies like Ocean did. Their Ocean Loader music has become synonymous with popular C64 chiptunes. It was a great way for time to pass while the game loaded. There were (Ed: still are) many memorable loading tunes, but one that sticks in mind is Jonathan Dunn’s Ocean Loader 4! 


source: PeyserCommodore

Other memorable loading tunes that compensated for the long and frustrating wait of loading a game were The Last Ninja 2, Hawkeye and Sanxion.

There were also innovative loading screens and music that were entertaining for gamers. Thalamus‘ Mix-E-Load innovation was implemented on their 1987 release, Delta. The Mix-E-Load allowed the gamer to remix the loading music by adjusting the effects. Created by Gary Liddon and featuring tunes by Rob Hubbard, it provided entertainment during long load times. Very clever stuff indeed.


source: viking120373

Another great innovation to help ease the loading pain was Mastertronic‘s Invade-a-Load, a clever loading system that let the gamer play a Space Invaders clone while waiting impatiently for their game to start.


source: dwayne2005

We may have come a long way since tape loading, but the nostalgia to load games from tape grows stronger with each passing year. If you still have your Commodore 1530 C2N Datasette, take it out of storage and load up a cassette game, preferably one that has loading music.

Filed Under: History Tagged With: C64, chiptunes, Invade-E-Load, Loading Music, Mix-E-Load, Press Play, Retro Gaming, Tape Loading

Interview with Bob Yannes: SID Chip Inventor

February 17, 2014 By ausretrogamer

What a coup it would have been if we were able to interview the creator of the SID chip, Mr. Robert (Bob) Yannes. Instead, we found an interview from August 1996 with Bob and Andreas Varga. We thought that the interview was insightful and still relevant to be shared (unedited) with all SID fans and retro gaming enthusiasts. Read on!

SID

Andreas Varga [AV]: Did you foresee that people would actually treat your little VLSI-chip like an instrument?
Bob Yannes [BY]: Actually, I was an electronic music hobbyist before I started working for MOS Technology (one of Commodore’s chip divisions at the time) and before I knew anything at all about VLSI chip design. One of the reasons I was hired was my knowledge of music synthesis was deemed valuable for future MOS/Commodore products. When I designed the SID chip, I was attempting to create a single-chip synthesizer voice which hopefully would find it’s way into polyphonic/polytimbral synthesizers.

AV: Are you aware of the existence of programs like SIDPLAY, PlaySID,… which emulate the SID chip up to the smallest click ?
BY: I only recently became aware of them (through your website). I’m afraid I haven’t thought much about SID in the last 15 years…I am constantly amazed and gratified at the number of people who have been positively affected by the SID chip and the Commodore 64 (which I also designed) and who continue to do productive things with them despite their “obsolescence”.

AV: Have you heard the tunes by Rob Hubbard, Martin Galway, Tim Follin, Jeroen Tel, and all the other composers ?
BY: I’m afraid not, are recordings available in the US?

AV: Did you believe this was possible to do with your chip?
BY: Since I haven’t heard them I’m not sure what we are talking about, however, I did design the SID chip with enough resolution to produce high-quality music. I was never able to refine the Signal-to-noise ratio to the level I wanted, though.

EnsoniqLogo

AV: How much of the architecture in the SID inspired you when working with the Ensoniq synthesizers?
BY: The SID chip was my first attempt at a phase-accumulating oscillator, which is the heart of all wavetable synthesis systems. Due to time constraints, the oscillators in SID were not multiplexed, therefore they took up a lot of chip area, constraining the number of voices I could fit on a chip. All ENSONIQ sound chips use a multiplexed oscillator which allows us to produce at least 32 voices per chip. Aside from that, little else of SID is to be found in our designs, which more closely resemble the Mountain Computer sound card for the Apple II (the basis of the Alpha Syntauri system). The DOC I chip (used in the Mirage and ESQ-1) was modeled on this sound card. Our current designs, which include waveform interpolation, digital filters and digital effects are new designs that aren’t really based on anything other than our imaginations.

AV: How big impact do you think the SID had on the synthesizer industry?
BY: Well, I don’t think it had much impact on the synthesizer industry. I remember once at Commodore that Sequential Circuits was interested in buying the chip, but nothing ever came of it. My intention in designing the chip (since MOS Technology was a merchant semiconductor house at the time and sold chips to the outside world) was to be able to sell the SID chip to synthesizer manufacturers. SID chip production was completely consumed by the Commodore 64 and by the time chips were readily available, I had left Commodore and never had the opportunity to improve the fidelity of the chip.

AV: What would you have changed in the SIDs design, if you had a bigger budget from Commodore ?
BY: The issue wasn’t budget, it was development time and chip size constraints. The design/prototype/debug/production schedule of the SID chip, VIC II chip and Commodore 64 were incredibly tight (some would say impossibly tight)–we did things faster than Commodore had ever done before and were never able to repeat after! If I had had more time, I would have developed a proper MOS op-amp which would have eliminated the signal leakage which occurred when the volume of the voice was supposed to be zero. This lead to poor signal-to-noise ratio, although it could be dealt with by stopping the oscillator. It would also have greatly improved the filter, particularly in achieving high resonance. I originally planned to have an exponential look-up table to provide a direct translation for the equal-tempered scale, but it took up too much silicon and it was easy enough to do in software anyway.

AV: The SID is very complex for its time. Why didn’t you settle with an easier design ?
BY: I thought the sound chips on the market (including those in the Atari computers) were primitive and obviously had been designed by people who knew nothing about music. As I said previously, I was attempting to create a synthesizer chip which could be used in professional synthesizers.

AV: Do you still own a C64 (or another SID-equipped computer) ?
BY: Sure, I have a couple of them (including the portable), but I honestly haven’t turned them on in years.

AV: Did Commodore ever plan to build an improved successor to the SID ?
BY: I don’t know. After I left I don’t think there was anyone there who knew enough about music synthesis to do much more than improve the yield of the SID chip. I would have liked to have improved the SID chip before we had to release to production, but I doubt it would have made any difference to the success of the Commodore 64.

sid_C64

AV: Can you give us a short overview of the SID internal architecture ?
BY: It’s pretty brute-force, I didn’t have time to be elegant. Each “voice” consisted of an Oscillator, a Waveform Generator, a Waveform Selector, a Waveform D/A converter, a Multiplying D/A converter for amplitude control and an Envelope Generator for modulation. The analog output of each voice could be sent through a Multimode Analog Filter or bypass the filter and a final Multiplying D/A converter provided overall manual volume control.

As I recall, the Oscillator is a 24-bit phase-accumulating design of which thelower 16-bits are programmable for pitch control. The output of the accumulator goes directly to a D/A converter through a waveform selector. Normally, the output of a phase-accumulating oscillator would be used as an address into memory which contained a wavetable, but SID had to be entirely self-contained and there was no room at all for a wavetable on the chip.

The Sawtooth waveform was created by sending the upper 12-bits of the accumulator to the 12-bit Waveform D/A.

The Triangle waveform was created by using the MSB of the accumulator to invert the remaining upper 11 accumulator bits using EXOR gates. These 11 bits were then left-shifted (throwing away the MSB) and sent to the Waveform D/A (so the resolution of the triangle waveform was half that of the sawtooth, but the amplitude and frequency were the same).

The Pulse waveform was created by sending the upper 12-bits of the accumulator to a 12-bit digital comparator. The output of the comparator was either a one or a zero. This single output was then sent to all 12 bits of the Waveform D/A.

The Noise waveform was created using a 23-bit pseudo-random sequence generator (i.e., a shift register with specific outputs fed back to the input through combinatorial logic). The shift register was clocked by one of the intermediate bits of the accumulator to keep the frequency content of the noise waveform relatively the same as the pitched waveforms. The upper 12-bits of the shift register were sent to the Waveform D/A.

Since all of the waveforms were just digital bits, the Waveform Selector consisted of multiplexers that selected which waveform bits would be sent to the Waveform D/A. The multiplexers were single transistors and did not provide a “lock-out”, allowing combinations of the waveforms to be selected. The combination was actually a logical ANDing of the bits of each waveform, which produced unpredictable results, so I didn’t encourage this, especially since it could lock up the pseudo-random sequence generator by filling it with zeroes.

The output of the Waveform D/A (which was an analog voltage at this point) was fed into the reference input of an 8-bit multiplying D/A, creating a DCA (digitally-controlled-amplifier). The digital control word which modulated the amplitude of the waveform came from the Envelope Generator.

The Envelope Generator was simply an 8-bit up/down counter which, when triggered by the Gate bit, counted from 0 to 255 at the Attack rate, from 255 down to the programmed Sustain value at the Decay rate, remained at the Sustain value until the Gate bit was cleared then counted down from the Sustain value to 0 at the Release rate.

A programmable frequency divider was used to set the various rates (unfortunately I don’t remember how many bits the divider was, either 12 or 16 bits). A small look-up table translated the 16 register-programmable values to the appropriate number to load into the frequency divider. Depending on what state the Envelope Generator was in (i.e. ADS or R), the appropriate register would be selected and that number would be translated and loaded into the divider. Obviously it would have been better to have individual bit control of the divider which would have provided great resolution for each rate, however I did not have enough silicon area for a lot of register bits. Using this approach, I was able to cram a wide range of rates into 4 bits, allowing the ADSR to be defined in two bytes instead of eight. The actual numbers in the look-up table were arrived at subjectively by setting up typical patches on a Sequential Circuits Pro-1 and measuring the envelope times by ear (which is why the available rates seem strange)!

In order to more closely model the exponential decay of sounds, another look-up table on the output of the Envelope Generator would sequentially divide the clock to the Envelope Generator by two at specific counts in the Decay and Release cycles. This created a piece-wise linear approximation of an exponential. I was particularly happy how well this worked considering the simplicity of the circuitry. The Attack, however, was linear, but this sounded fine.

A digital comparator was used for the Sustain function. The upper four bits of the Up/Down counter were compared to the programmed Sustain value and would stop the clock to the Envelope Generator when the counter counted down to the Sustain value. This created 16 linearly spaced sustain levels without havingto go through a look-up table translation between the 4-bit register value and the 8-bit Envelope Generator output. It also meant that sustain levels were adjustable in steps of 16. Again, more register bits would have provided higher resolution.

When the Gate bit was cleared, the clock would again be enabled, allowing the counter to count down to zero. Like an analog envelope generator, the SID Envelope Generator would track the Sustain level if it was changed to a lower value during the Sustain portion of the envelope, however, it would not count UP if the Sustain level were set higher.

The 8-bit output of the Envelope Generator was then sent to the Multiplying D/A converter to modulate the amplitude of the selected Oscillator Waveform (to be technically accurate, actually the waveform was modulating the output of the Envelope Generator, but the result is the same).

Hard Sync was accomplished by clearing the accumulator of an Oscillator based on the accumulator MSB of the previous oscillator.

Ring Modulation was accomplished by substituting the accumulator MSB of an oscillator in the EXOR function of the triangle waveform generator with the accumulator MSB of the previous oscillator. That is why the triangle waveform must be selected to use Ring Modulation.

The Filter was a classic multi-mode (state variable) VCF design. There was no way to create a variable transconductance amplifier in our NMOS process, so I simply used FETs as voltage-controlled resistors to control the cutoff frequency. An 11-bit D/A converter generates the control voltage for the FETs (it’s actually a 12-bit D/A, but the LSB had no audible affect so I disconnected it!).

Filter resonance was controlled by a 4-bit weighted resistor ladder. Each bit would turn on one of the weighted resistors and allow a portion of the output to feed back to the input. The state-variable design provided simultaneous low-pass, band-pass and high-pass outputs. Analog switches selected which combination of outputs were sent to the final amplifier (a notch filter was created by enabling both the high and low-pass outputs simultaneously).

The filter is the worst part of SID because I could not create high-gain op-amps in NMOS, which were essential to a resonant filter. In addition, the resistance of the FETs varied considerably with processing, so different lots of SID chips had different cutoff frequency characteristics. I knew it wouldn’t work very well, but it was better than nothing and I didn’t have time to make it better.

Analog switches were also used to either route an Oscillator output through or around the filter to the final amplifier. The final amp was a 4-bit multiplying D/A converter which allowed the volume of the output signal to be controlled. By stopping an Oscillator, it was possible to apply a DC voltage to this D/A. Audio could then be created by having the microprocessor write the Final Volume register in real-time. Game programs often used this method to synthesize speech or play “sampled” sounds.

An external audio input could also be mixed in at the final amp or processed through the filter.

The Modulation registers were probably never used since they could easily be simulated in software without having to give up a voice. For novice programmers they provided a way to create vibrato or filter sweeps without having to write much code (just read the value from the modulation register and write it back to the frequency register). These registers just give microprocessor access to the upper 8 bits of the instantaneous value of the waveform and envelope of Voice 3. Since you probably wouldn’t want to hear the modulation source in the audio output, an analog switch was provided to turn off the audio output of Voice 3.

AV: Any other interesting tidbits or anecdotes ?
BY: The funniest thing I remember was getting in a whole bunch of C-64 video games which had been written in Japan. The Japanese are so obsessed with technical specifications that they had written their code according to a SID spec. sheet (which I had written before SID prototypes even existed). Needless to say, the specs were not accurate. Rather than correct the obvious errors in their code, they produced games with out of tune sounds and filter settings that produced only quiet, muffled sound at the output. As far as they were concerned, it didn’t matter that their code sounded all wrong, they had written their code correctly according to the spec. and that was all that mattered!

____________________________________________________________________________________________________________________

NOTE: The original interview has since been lost to the sands of time on the internet. Luckily for us, the Internet Archive Wayback Machine salvaged the interview before it was lost forever.

 

Filed Under: History Tagged With: Bob Yannes, C64, chiptunes, interview, SID

Six Awesome Sega Dreamcast Facts

January 2, 2014 By ausretrogamer

DC

A short and sweet video about six Sega Dreamcast facts you may or may not have been aware of. Watch it, you might learn something. We definitely did. Long live the Dreamcast!


source: Vsauce3

Filed Under: History Tagged With: Dreamcast, Facts, Retro Gamer, sega, video

The 1996 Toys ‘R’ Us Christmas Catalog

December 26, 2013 By ausretrogamer

Hands up who keeps their retail catalogues from years gone by? I see no hands. Well, I am glad that someone did. Take a trip down nostalgia lane and drool over the video gaming gear that was on sale at Toys ‘R’ Us (USA) during the 1996 holiday season.

TRU_1996_N64

TRU_1996_GB

TRU_1996_GameGear

TRU_1996_GB_Gen

TRU_1996_Saturn

TRU_1996_PSX

TRU_1996_SNES

TRU_1996_Genesis

 Images sourced via: imgur

Filed Under: History Tagged With: 1996, 1996 Holiday Catalog, N64, sega, Toys R Us

Evolution Of Gaming Consoles

December 22, 2013 By ausretrogamer

I will let the below infographic speak for itself. Click to enlarge and traverse the evolution of gaming consoles from 1967 through to 2013!

evolution-of-gaming-consoles

source: Mr. Wallpaper



Filed Under: History Tagged With: Evolution Of Gaming Consoles, gaming, Gaming Consoles, History, Old School, Retro Gaming, retrogaming, Video Games, videogames

Most Popular Holiday Toys From The Past 50 Years

December 21, 2013 By ausretrogamer

What toys will you be getting this Christmas? If you want to get an idea of what holiday toys have been popular over the last 50 years, take a look at the below infographic. Do you recognise or still have any of these toys? Looks like Atari, Nintendo, Microsoft and Sony made the list. I can’t believe Commodore nor Sega didn’t make the cut – must be an American list (haha!).

50toys

source: Abby Ryan Design

Filed Under: History Tagged With: Atari, Most Popular Toys, nintendo, Sony, Toys, Video Games

Remembering 1994

December 13, 2013 By ausretrogamer

Do you remember what you were into in 1994? Perhaps it was the fashion, the music,  or Jim Carrey’s ‘Stanley Ipkiss’ character in The Mask that you most fondly remember about 1994? I know, it was that run-and-gun platform video game called Earthworm Jim that you most definitely recall about 1994. Yep, that’s it.

Take a trip down memory lane with this nostalgia-filled video tribute to the year 1994! A very good year indeed.


source: Slacktory

Filed Under: History Tagged With: 1994, Earthworm Jim, Movies, Party Of Five, The Mast, video, Video Games

BNIB: Brand New In Box

November 24, 2013 By ausretrogamer

BNIB

As a retro gamer, or more precisely, as a collector, do you struggle to open those vintage items you have hunted down that are brand new and shrink-wrapped as if they had left the factory yesterday and not years or decades ago?

I have that dilemma right now. Being a gamer first and foremost, I cannot deny myself the pleasure of playing a classic game, even if it means I have to rip it out of its brand-new-never-seen-the-light-of-day box.

You may be asking, did it hurt to bust open the packaging? On the contrary, it was refreshing to know that I was the first to open these packages that had been considered new since the 1990s. Actually, S.T.U.N. Runner was released in 1991, so I guess that makes it a 22 year old brand new game! Who keeps these items  for that long and never open them? Obviously I would make a mediocre collector. Game on and enjoy!

New_cutNew_StunNew_MC

 

Filed Under: History Tagged With: Atari, atari lynx, BNIB, Lynx, Missile Command, STUN Runner, Super Asteroids

  • « Go to Previous Page
  • Page 1
  • Interim pages omitted …
  • Page 24
  • Page 25
  • Page 26
  • Page 27
  • Page 28
  • Interim pages omitted …
  • Page 31
  • Go to Next Page »

Primary Sidebar

Follow Us

FacebookInstagramYoutTubeTumblrFollow Us on RSSFollow Us on MastodonFollow Us on BlueskyFollow Us on Threads

Search

Shout Us A Coffee!

Recent Posts

  • Ping Pong + Space Invaders = Bit.Pong
  • Yippee Ki‑Yay! The Ultimate Die Hard Pinball Machine Is Real
  • A Wall of Retro Memories – Curated by the One and Only Ms. Ausretrogamer!
  • Voice Acting in the ‘Arkham Trilogy’
  • ROGUEish Brings Dungeon-Delving Delight to the Commodore 64

Ad

Footer

© 2012 – 2025 – ausretrogamer (The Australian Retro Gamer E-Zine). All rights reserved. Where appropriate, all trademarks and copyrighted materials remain property of their respective owners.

Terms & Conditions | Disclaimer

Advertise | About | Contact | Links

Please see our Privacy Policy for details on how we treat your personal information.

Support This Site

If you like what we do, you can shout us a coffee on Ko-fi :-)

Copyright © 2025 · News Pro on Genesis Framework · WordPress · Log in