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Video: Porting Canabalt and Super Crate Box to the Commodore 64
September 20, 2013 | By Staff

September 20, 2013 | By Staff
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"It's not the new technology, but it's the new gameplay mechanics which is the key to success in these new [indie] games."
At GDC Europe 2013, Paul Koller explains that popular indie games which do not rely on modern technology can be brought to older platforms, as he has done for the Commodore 64 with hits Canabalt and Super Crate Box.

In this free GDC Europe 2013 talk titled "Porting Contemporary Games to a Vintage Platform" (courtesy of GDC Vault), Koller explains the challenges he faced in porting these indie hits to old platforms, dealing with procedural levels, loads of bullets, and fast-scrolling parallax backgrounds on a 1 MHz CPU and only 64KB of RAM.

About the GDC Vault

In addition to this presentation, the GDC Vault offers numerous other free videos, audio recordings, and slides from many of the recent GDC events, and the service offers even more members-only content for GDC Vault subscribers. Those who purchased All Access passes to events like GDC, GDC Europe, and GDC China already have full access to GDC Vault, and interested parties can apply for the individual subscriptions via a GDC Vault inquiry form.

Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company. More information on this option is available via an online demonstration, and interested parties can find out more here. In addition, current subscribers with access issues can contact GDC Vault admins.

Be sure to keep an eye on GDC Vault for even more new content, as GDC organizers will also archive videos, audio, and slides from other events like GDC China and GDC 2013. To stay abreast of all the latest updates to GDC Vault, be sure to check out the news feed on the official GDC website, or subscribe to updates via Twitter, Facebook, or RSS.

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Comments


Yama Habib
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Wow, these ports are astounding. Either one of these would have been hugely praised during the time of the C64. It's really reassuring to see tangible evidence like this that the basic principles of effective game design have been evolving independently of the hardware we distribute our games on.


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