Your data. Your choice.

If you select «Essential cookies only», we’ll use cookies and similar technologies to collect information about your device and how you use our website. We need this information to allow you to log in securely and use basic functions such as the shopping cart.

By accepting all cookies, you’re allowing us to use this data to show you personalised offers, improve our website, and display targeted adverts on our website and on other websites or apps. Some data may also be shared with third parties and advertising partners as part of this process.

Background information

The Keep: A boring game with an exciting background

David Lee
16/12/2022
Translation: machine translated

By chance I discover a game called "The Keep" on my C64 replica. The more I learn about its background, the more my jaw drops.

There are many doors in the labyrinth. To open them, I have to collect enough keys. Every key fits into every door. My lamp goes out at some point - if I haven't found the exit from the maze by then, the game is over. Otherwise I move on to the next labyrinth. I can display an overview map, the levels are predefined or randomly generated as desired.

So far, so boring. But the developer of this game deserves great respect for making do with absurdly few resources.

A game from 2011 for a computer from 1980

The game was released in 2011, and there are some games in this collection that were released in the 21st century, long after the heyday of the C64. However, The Keep is not a game for the C64, but for the VIC-20 - also known as the VIC-20 in German-speaking countries. This is the predecessor of the C64, and it can also be emulated with my replica "The C64". VIC-20 games do not run on the original C64.

Actually unsuitable for games

Of the measly 5 KB of RAM, 1.5 KB is used by the system. What remains is a laughable 3.5 KB. The entire programme code and the video RAM must be accommodated in this, as there is no graphics unit with its own RAM.
If the VIC-20 had to display an image with 64 × 64 pixels in today's standard colour depth of 8 bits, it would need 4 KB. The RAM is therefore not even sufficient to display a small icon. And not a single bit of programme code has been read in yet.

In other words, the VIC-20 has not much more computing power than your toilet paper holder.

In any case, it is not possible to control individual pixels on the VIC-20. The machine does not know any graphics mode; it can only display letters, numbers and other characters. This is understandable in view of the tiny working memory. But how can you programme graphic games like that?

Quite simply: by making a graphic out of characters. The VIC-20's built-in character set already comes with a variety of areas, patterns or lines in different thicknesses and directions. This allows you to create so-called block graphics. Here you can see the game Lemmings, which was implemented for the C64 with a graphic made of standard characters:

Much more often than with the standard character set, games work with their own customised character sets. In this way, pixel-precise graphics can still be placed on the VIC-20 through the back door. Figures or larger graphics are composed of one or more characters.

Much of this is done using the standard character set.

This makes many things more difficult than with a proper graphics mode. To make the movement look fluid, it would be necessary to move a figure pixel by pixel instead of character by character. To do this, however, you would have to store all the intermediate steps between two character positions as separate characters for each figure. The amount of characters needed for this would interfere with the VIC-20's micro RAM.

In view of these circumstances, programming a 3D game is bordering on madness.
But there is a method to the madness.

The Inevitable: Doom on the VIC-20

Printers, ATMs or old mobile phones have more power than the VIC-20. And in the case of the pregnancy test, both the screen and the processor have been replaced. So the VIC-20 port still stands out as particularly ambitious even in these completely insane Doom ports.

19 people like this article


User Avatar
User Avatar

My interest in IT and writing landed me in tech journalism early on (2000). I want to know how we can use technology without being used. Outside of the office, I’m a keen musician who makes up for lacking talent with excessive enthusiasm.


Background information

Interesting facts about products, behind-the-scenes looks at manufacturers and deep-dives on interesting people.

Show all

These articles might also interest you

  • Background information

    A soft spot for homemade retro games

    by David Lee

  • Background information

    I’ve finished my self-programmed BASIC game!

    by David Lee

  • Background information

    Remember handhelds with a transparent screen?

    by David Lee