Making Games for the Commodore 64 Book Review

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GRay Defender returns with a thoughtful look at Making Games for the Commodore 64 in Assembly Language, a hands-on guide by Bård Baadstø Ildgruben. This new title, Making Games Commodore 64, aims squarely at beginners who want to understand how real game code works on one of the most beloved 8-bit systems.

From the start, the review highlights what makes this book special. It’s spiral-bound for easy use beside a keyboard and filled with color illustrations that make even technical topics approachable. GRay Defender explains that Ildgruben’s intent isn’t to offer a typical “type-in” book. Instead, Making Games Commodore 64 teaches readers how the Commodore’s hardware and assembly language fit together.

The book opens by exploring the C64’s CPU, RAM, VIC-II graphics chip, SID sound chip, and joystick interfaces. Each section introduces practical insights for new programmers without overwhelming them. GRay Defender notes that the author keeps the material grounded and beginner-friendly, intentionally leaving out advanced concepts like scrolling or complex interrupts for a later volume.

One standout feature is the clarity of the assembly language section, which breaks down all 56 instructions for the 6510 processor. The guide also explains how to set up a cross-assembler using Sublime Text, along with tools like CharPad and SpritePad. It even includes platform-specific setup help for both Windows and Mac users.

As the chapters progress, readers move from simple code snippets to creating their first full game, combining everything they’ve learned along the way. GRay Defender praises the logical flow, visual examples, and overall readability. He calls it more than beginner-friendly — a true starting point for anyone curious about how Commodore 64 games were made.

He ends by recommending the book to both new and returning coders. You can purchase and download the source code at the following link.

https://www.lulu.com/spotlight/boardb/

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