I Said, Welcome to my Show!!!


At last, my own platform - this website - is here, pumped and primed to keep everyone up-to-date with progress on my Commodore 64 games-in-development for 2019, Parallaxian and Deep Winter.

The articles planned for this site are in-depth and fully illustrated pieces designed to be enjoyed by a broad variety of readership, from outright gamers to hardcore coders and graphicians.

In places I may make assumptions about your familiarity with coding terminology, but generally I try to keep the technical materials as readable and jargon-free as possible.


I'm not part of any demo group and have been in absentia from the Commodore 64 scene since 1995, but I nonetheless retained the key elements of of the 6502 processor's instruction set (the C64's processor's native tongue) in my weary grey matter over all those years, during which time I also learned through blood, sweat and tears (okay, maybe just sweat!) how to code in HTML, CSS, JavaScript and PHP - the so-called web developer's stack, meaning I haven't lost my coding aptitude - for more, see my About page.

Hence I gave myself the somewhat pretentious handle of Kodiak on the Lemon64 forum, inferring that I am some kind of coding maniac or addict.

In reality, I think I was trying to find a cool username that conveyed a sense of coding proficiency, not to be a braggard, but so that people could feel assured that I am able to deliver the ambitious projects I am working on.


The purple shade in the logo is modelled on a smooth, non-standard hue possible on the C64 using one of the techniques covered in my article, Luma-Driven Graphics and is a true-mix of the standard red (C64 colour code #$02) and standard blue (c64 colour code #$06).

The logo itself was loosely modelled on Marvel comics's logo, with the 64 suffix meant to evoke an immediate association with the venerable machine, both visually and numerically (which is stating the obvious!)


Whereas the remit of this website is detailed articles, I cover minor updates to the games in development on my Twitter page, which is efectively my "micro blog".

There is also a Facebook presence and YouTube channel for pretty much the same purpose.

And, of course, there is the far less formal Lemon64 forum mentioned earlier, where I post brief updates and links to my YouTube video clips when I'm not arguing with other forum members about silly things.

Kodiak64 Twitter Page
Hmmm, looks like a Twitter page


Let me make this very clear from the beginning, lest I be lambasted later for thinking myself a cut above other game developers: what follows is my personal opinion and is therefore by no means an affirmation or dogmatic insistence.

With that disclaimer out of the way, I can proceed to say I don't like formulaic game design.

By that, I mean I have no interest in playing, much less developing, games whose model has been revisited umpteen times.

Accordingly, don't expect a one-directional sideways scrolling space shooter from me or any kind of SEUCK game or vertically scrolling shoot-em-up.

Sure, I liked many of those games back in the day, but I would personally prefer to leave them there.

At the other extreme, I don't like and won't release totally off-beat, hard-to-understand games either, so don't expect Pink Elephants at the Edge of Doom from me.

In between, I'm also not much of a platformer aficionado (apart from Mayhem in Monsterland and a handul of others) and I positively despise puzzle games and text adventures.

So what do I like?

Games where there is freedom to roam, explore, interact, kill, destroy and rescue.

For me, that must entail a bare minimum of bi-directional smooth scrolling (no flip-screens allowed!), which shunts me towards landscape-themed game environments.

But I also require something else: finesse.

I want something that pushes the boundaries and raises the bar, just as Mayhem did on several key metrics.

There should therefore be technical flawlessness, graphical refinement and special effects that lift anything I produce above normal games.

Sure, the gameplay must be compelling too, but it can't carry a game - for me - on its own.

I need the wow factor, the "how is that even possible?" reaction.

My games, therefore, should be visually stunning and engender a sense of "must-have" amongst C64 gamers.

Bold words, but can I deliver?


It was my initial plan to release a new Parallaxian demo allowing players to try out the basic game mechanics at this early stage, so that I could:

  1. Glean valuable real world feedback before the development of the game proceeds too far down the coding track, and,
  2. Get the word out that the game is under development.

That no longer remains an aspiration due to plagiarism / reverse-engineering concerns and besides, a higher priority is to promote this website, as without this author platform (the de rigeur term for such sites) it's going to be hard to maximise my games' marketability and by implication, my own reward for developing them.

Oh wait, what did I just say?

Something about reward?

You betcha.

Let me put it this way.

If you think that's indecent or unsporting of me, then explain to me how I can develop top class games for the Commodore 64 and pay my bills while I do so without receiving anything from it?

Would you work full-time for months on end for nothing other than the love of it?

Because let's be clear about this.

I'm not producing mediocre or SEUCK fare; if I can borrow some soundbites from Justin Hammer in Iron Man 2, these are the Cubans, baby, these are the Montecristos, my Mozart's Symphony No. 40 in G Minor, completely elegant and bafflingly beautiful.

That level of output requires an immense level of input.

Effectively, I have to allocate full-time hours to it.

With that in mind, I ask you to kindly consider sharing my articles on social media.

Look, I've even included super helpful little buttons on-screen so all you have to do is click them to share.

What's that?

"Twitbook" too rock n'roll for you?

Alright then, email a link to my site to your amigos.

It costs you nothing, but it raises my profile and accelerates the development process, meaning you get your hands on the new, freshly boxed game much sooner.

You know it makes sense!


Ah yes, my Newsletter.

You can join it for free by submitting an email address, ideally one that you actually use, and then I send out news of my games in development.

More persuasively, I also provide exclusive, top quality content accessible only to my subscribers.

I would therefore encourage you to sign up for it today using the ridiculously user-friendly orange button below.

So come on, join me on "the code less travelled" and let's see what the Breadbox can really do after all these years!

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