Article summary: In Commodore’s Shadow – Gaming on 1980s’ Marginal Home Computers (Markku Reunanen, Tapani Joelsson and Petri Saarikoski, 2024)

Amstrad CPC 6128 advertisement by Toptronics (Printti 16/1985).

Various home computers were among the most popular gaming platforms in the 1980s. There were tens of mutually incompatible models available and most of them did not survive in the competition for long. In Finland, Commodore’s home computers claimed the top spot among gamers, but in the shadow of the mainstream devices people also played on Spectrums, MSX compatibles, Amstrads and even rarer machines. This article deals with gaming on marginal computers based on diverse research material: computer and club magazines, letters to the editor and the answers to an online survey conducted in 2022.

The Finnish home computer market of the 1980s was characterized by the strong presence of American Commodore machines ranging from the VIC-20 to the Commodore 64 and the Amiga 500. British computers, such as the Sinclair ZX Spectrum and Amstrad CPC managed to gain a modest foothold, as well as the MSX compatibles, which were mostly Japanese. In spite of the small population, surprisingly many other home computers were sold in Finland, too: the Dragon, Atari XL/XE, Microprofessor MPF-II, Mattel Aquarius and Sharp MZ-700 to name just a few. Needless to say, most of the marginal competitors never managed to make it, and stores started aggressively getting rid of them around 1985.

The press noticed the growing popularity of home computers in the early 1980s and started publishing microcomputer extras as part of their existing magazines. The extras soon evolved into full-blown hobbyist magazines, most notably MikroBitti and Printti, which both started in 1984. The magazines tried to maintain a machine-independent stance to cater to all audiences and to ensure that advertising money kept flowing in, but in practice there was little content available for marginal computers, apart from program listings sent in by active readers. The discrepancy was also noted by the readers who begged for or downright demanded more content for their own devices.

Diverse brand-specific computer clubs were a notable phenomenon of the 1980s. Especially Printti provided a forum for several of them and, in return, club memberships often included a yearly subscription to the magazine. The clubs also published their own indie magazines, which featured topics from news to programming and game reviews. In the case of marginal computers, the clubs often took care of – as far as it was realistic – technical support, software importing and journalism, as there was little commercial support available. By reading club magazines one can easily note how the inevitable downfall of an unsuccessful platform manifested itself within the enthusiast communities.

Computer resellers could not afford clinging to commercially failed machines, which is evident in their customer magazines. In our study, we analyzed TrioPosti and Greatest Bits, published by the Triosoft company and the highly influential Info bookstore chain. Info, in particular, quickly dropped computer models from its selection if there did not seem to be enough demand for them. Games were sold somewhat longer than the respective computers, but toward the end of the decade there was little left of other 8-bit machines than the Commodore 64.

Popular or not, people would at least play the few games that were available for their computers. The results of the survey highlight how total the marginality of a home computer could be at its worst: no user community, no games, no books or magazine articles. Directing the hobby away from games toward something the machine was capable of, most notably programming, was one coping strategy. Not everyone was willing to fight against the odds and, if the situation so allowed, switching to a mainstream platform was a straightforward solution, which let the enthusiast join the game swapping circles and enjoy the perks of wide commercial support.

However, it is important to note how the computer hobbyists of the time did not live in separate silos. Even if you happened to own a marginal model yourself, you would almost unavoidably be exposed to Commodore computers when visiting relatives and friends, where you got to play the big hits of the time. Thus, even in the memoirs of such people, the mainstream was frequently present as a point of comparison, something different to your own computer or a desirable alternative to switch to.

The main point of our study was not charting the Finnish computer market of the 1980s, but as a byproduct we also made some observations on why certain home computers became marginalized. Some evident reasons were the lack of marketing and a limited distribution network, as well as high prices compared to the competitors. Some of the earliest models were hardly suitable for gaming, owing to their small memory or limited graphics capabilities. The availability of games – either at stores or as pirate copies – was a deciding factor that strongly favored the Commodore 64. Economic difficulties of either the manufacturer or the importer spelled trouble to the community and, in spite of its attempts to compensate, eventually led to a quick marginalization of the platform.

This English summary is based on the following article, originally published in Finnish: Reunanen, Markku, Tapani Joelsson, and Petri Saarikoski. 2024. “Commodoren varjossa – 1980-luvun tietokonepelaamista marginaalikoneilla.” In Pelitutkimuksen vuosikirja 2024, 2–25. Tampere: Suomen pelitutkimuksen seura. https://pelitutkimus.journal.fi/article/view/145359

Bios and contact

Markku Reunanen, PhD, is a Senior University Lecturer at the Aalto University School of Arts, Design and Architecture, Department of Art and Media. The University of Turku awarded him the title of Docent in digital culture in 2020. His research interests range from the history of computing to videogames and digital (sub)culture. His PhD thesis from 2017 deals with the relationship of the demoscene and technology.

markku.reunanen@aalto.fi

Tapani N. Joelsson, MSc, is a University Teacher at the Department of Computing, University of Turku, Finland. His research interests include games, gamers, gamification, and gaming-related cultural events and experiences. He has published, for example, in Games and Culture, Journal of Business Research and Well Played.

tapani.joelsson@utu.fi

Petri Saarikoski, PhD, is a Senior University Lecturer of Digital Culture, Degree Programme in Digital Culture, Landscape and Cultural Heritage, University of Turku (Pori campus). Saarikoski has specialized in the history of Finnish computer hobbyism and has addressed the topic particularly in his PhD thesis (2004). His research interests also include media history, history of video games and the history of computer networks in Finland.

petsaari@utu.fi