Commodore Computer Museum 🕹

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Commodore Computer Museum 🕹

Commodore Computer Museum 🕹

@MuseumCommodore

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Commodore Computer Museum 🕹
Commodore Computer Museum 🕹@MuseumCommodore·
This post by @testerlabor comparing the performance of the Grok Supercomputer "Colossus 2" with the Commodore 64. Ever wonder how tall a stack of 14 quintillion Commodore 64s would be? 😱 That's 14,000,000,000,000,000,000 breadbins (each ~76 mm tall when flat). Total height: ~1.064 × 10¹⁸ meters ≈ 112.5 light-years! In other words: the number of Commodore 64 computers stacked on each other would make a tower that is so tall it would reach 13 full out-and-back journeys to Alpha Centauri system and still have a bit left over. Grok Supercomputer "Colossus 2" is a beast! (I think the math is correct)
Testlabor@testerlabor

Amazing Grok fact: Grok Supercomputer "Colossus 2 is equivalent in raw peak tensor performance to 14 quintillion Commodore C64 computers"

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Commodore Computer Museum 🕹
Commodore Computer Museum 🕹@MuseumCommodore·
Pole Position vs Pitstop II on the Commodore 64: Which was best?
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Commodore Computer Museum 🕹@MuseumCommodore·
@exQUIZitely Samurai Warrior was one of the few Commodore 64 games I actually purchased so I had the full instructions this time so I knew what to do otherwise most games were also trial and error.
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exQUIZitely 🕹️
exQUIZitely 🕹️@exQUIZitely·
Back in the day, I think we all played some games that confused the hell out of us yet we still came back to them and tried again... and again. One of such odd - but ultimately great - games was Samurai Warrior: The Battles of Usagi Yojimbo (1988, by Beam Software) I had zero clue, since I approached it just like any other "martial arts" game, but obviously it wasn't. It's more of an action-adventure game and you play as Miyamoto Usagi, an anthropomorphic samurai rabbit ronin (would love to know what the devs were smoking back then...), journeying through feudal Japan to rescue Lord Noriyuki from evil Lord Hikiji. You fight against bandits and ninjas (who disguise themselves), interact with characters like priests, and build karma through moral choices. So yeah, in the end a really cool game because it was so very different from the others, but boy what an odd one too. Great graphics, great music, ultra weird story.
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Commodore Computer Museum 🕹
Commodore Computer Museum 🕹@MuseumCommodore·
If you could resurrect one lost Commodore prototype, what would it be and why? It has been done with the Mega65, but I still would say the Commodore 65.
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Commodore Computer Museum 🕹
Commodore Computer Museum 🕹@MuseumCommodore·
Apple Bug was released in 1982 and developed by H.A.R.D. Software, a small company based in Hungary, notable for producing several VIC-20 titles during the early 1980s. It’s an educational game with action elements, where players control a bug navigating a maze-like apple orchard. The objective combines collecting items (like apples) with basic arithmetic challenges, aimed at younger players to teach math skills.
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Commodore Computer Museum 🕹
Commodore Computer Museum 🕹@MuseumCommodore·
INVADER FALL Commodore VIC-20
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Commodore Computer Museum 🕹
Commodore Computer Museum 🕹@MuseumCommodore·
Top 25 greatest computers of all time from PC World 2006. Check out the ranking the Commodore 64 received on the list. What was their justification? "PC World‘s list of the top 25 PCs of all time was assembled after we polled our editors for nominations. We then rated the nominated gadgets for innovation, impact, industrial design, and intangibles." I asked Grok what it thought about this, you might find it's answer interesting: "The Commodore 64 absolutely had the credentials to be on this list: • Sales and Reach: It sold millions of units and brought computing to the masses with its low price point. • Innovation: Its SID chip (for sound) and VIC-II chip (for graphics) were groundbreaking, enabling a generation of games and music software. • Impact: It fostered a huge community of developers, gamers, and hobbyists, and its influence can still be seen in retro computing and the demoscene today." So how would you rank this list?
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Commodore Computer Museum 🕹
Commodore Computer Museum 🕹@MuseumCommodore·
The Amiga 1200's bundled Deluxe Paint IV made every teenager believe they were the next Picasso with a mouse.
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Commodore Computer Museum 🕹
Commodore Computer Museum 🕹@MuseumCommodore·
Eco Phantoms was released in 1990, developed by Splinter Vision and published by Electronic Zoo. Critics praised its ambitious design, atmosphere, and graphics, but it was often criticized for being overly complex and difficult. Review scores varied widely for example 84% from Amiga Format and 33% from Amiga Joker, reflecting its niche appeal to players with a taste for strategic challenge over straightforward action. Were you one of those players?
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Commodore Computer Museum 🕹
Commodore Computer Museum 🕹@MuseumCommodore·
1991 Australian advertisement for 'Eye of the Beholder' on the Commodore Amiga. Did you play this?
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Commodore Computer Museum 🕹
Commodore Computer Museum 🕹@MuseumCommodore·
Remember Roadwars on the Amiga? Roadwars (1987) for the Commodore Amiga had you piloting a Battlesphere—an oval-shaped tank equipped with lasers and protective shields. You raced along endless hilly roads on the war-torn moon of Armageddon! Your mission was to blast through rogue barriers, spikes, and obstacles to clear the space highways. Collect power-ups and speed boosts, dodge gaps, or shove your rival off the edge in brutal two-player chaos. Think of it as Road Blasters meets a space demolition derby! It was the first Amiga-based arcade coin-op by Arcadia (Mastertronic's short-lived arcade venture), later faithfully converted for home play by Binary Design and published by Melbourne House. A bold experiment in arcade-Amiga hybrids, it featured smooth scrolling but received mixed reviews. CU Amiga rated it 6/10, praising the graphics and sound but criticizing the controls as fiddly, while Power Play gave it a brutally honest 2.5/10. Did you master the shield tricks or achieve high-score runs as a kid?
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Commodore Computer Museum 🕹
Commodore Computer Museum 🕹@MuseumCommodore·
Commodore 64 Floppy: Insert disk, type LOAD"$",8,1, press RETURN—and pray it works! What’s the one moment from this game you’ll never forget?
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Commodore Computer Museum 🕹
Commodore Computer Museum 🕹@MuseumCommodore·
I'm absolutely amazed every time I think about it—one of the all-time greatest Commodore 64 games, Lode Runner, was somehow squeezed onto the humble VIC-20! That little machine only had 5KB of RAM total, with just about 3.5KB free for BASIC programs right out of the box, and yet Broderbund ported this addictive puzzle-platform masterpiece to it in 1983 as an 8K or 16K cartridge (depending on the expansion you had). It's a testament to insane coding wizardry—digging holes, grabbing gold, outsmarting those relentless "Bungeling Empire" guards, all while the VIC's limitations forced clever tricks like custom character tiles for smoother motion and colour. The VIC-20 version was brilliantly adapted by Mike Wise (with original creator Doug Smith), making it a cartridge-only release that even included the level editor for saving custom puzzles to tape (though the cart had fewer built-in levels than tape versions). Sure, it's not as fluid or detailed as the C64 port (no sprites, blockier graphics, simpler sound), but man, the playability shines through. Which computer system did you play Lode Runner on?
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Commodore Computer Museum 🕹
Commodore Computer Museum 🕹@MuseumCommodore·
What is your "they don't make them like they used to" video game?
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