Antwort auf den Beitrag "Re:neues C64-Buch Too Much Fun" posten:
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>von Jesper Juul, sehr guter Wissenschaftler und netter Typ (nicht zu verwechseln mit dem Familientherapeuten) > >[https://www.jesperjuul.net/c64/] bzw. [https://mitpress.mit.edu/9780262549516/too-much-fun/] > >Klingt auf jeden Fall spannend: > >Too Much Fun is about two central mysteries. First, why is the best-selling Commodore 64 computer absent in many computer and video game histories, and what is the influence of its games from SimCity, IK+, to Paradroid? Second, why did this early computer, destined for a shelf life of just a few years, live so long, and end up being produced from 1982-1994? > >For game researchers, I have gone to the archives to gather data and make several points about issues I feel have been unresolved: >-As has been discussed, video game history was different in different parts of the world. Early European (and Oceania) game history took place mostly on home computers (Nintendo did not have a truly successful home console in Europe until the Wii). >-Games, and even color, were controversial for early computer makers, with manufacturers trying to avoid the stigma of the "game computer". >-The European and North American game markets were separated during the 1980s, with the C64 being the only entertainment computer popular on both sides of the atlantic. >-From 1985-1993, the Commodore 64 was the platform with the largest game library. >-There was a long tradition of action-adventure platform games in Europe in the 1980s. >-European C64 game culture became quite technical during the 1980s, with many magazines reporting programming tricks and demoscene news. > >Too Much Fun is for anyone interested in computer or game history, in how devices can be made to live longer, and for anyone who had, or didn't have, a Commodore 64.
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