{"product_id":"too-much-fun-isbn-9780262549516","title":"Too Much Fun","description":"\u003cb\u003eThe surprising history of the Commodore 64, the best-selling home computer of the 1980s—the machine that taught the world that computing should be \u003ci\u003efun\u003c\/i\u003e.\u003cbr\u003e\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003eThe Commodore 64 (C64) is officially the best-selling desktop computer model of all time, according to \u003ci\u003eThe Guinness Book of World Records\u003c\/i\u003e. It was also, from 1985 to 1993, the platform for which most video games were made. But while it sold at least twice as many units as other home computers of its time, like the Apple II, ZX Spectrum, or Commodore Amiga, it is strangely forgotten in many computer histories. In \u003ci\u003eToo Much Fun\u003c\/i\u003e, Jesper Juul argues that the C64 was so popular because it was so versatile, a machine developers and users would reinvent again and again over the course of 40 years.\u003cbr\u003e\u003cbr\u003eFirst it was a serious computer, next a game computer, then a computer for technical brilliance (graphical \u003ci\u003edemos \u003c\/i\u003eusing the machine in seemingly impossible ways), then a struggling competitor, and finally a retro device whose limitations are now charming. The C64, Juul shows, has been ignored by history because it was too much fun. Richly illustrated in full color, this book is the first in-depth examination of the C64’s design and history, and the first to integrate US and European histories. With interviews of Commodore engineers and with its insightful look at C64 games, music, and software, from \u003ci\u003eSummer Games\u003c\/i\u003e to \u003ci\u003eInternational Karate\u003c\/i\u003e to Simons’ BASIC\u003ci\u003e, Too Much Fun\u003c\/i\u003e will appeal to those who used a Commodore 64, those interested in the history of computing and video games and computational literacy, or just those who wish their technological devices would last longer.Additional Selling Points\u003cbr\u003eIntroduction: The Five Lives of the Commodore 64\u003cbr\u003e1 The BASIC Computer for Family, Business, and Education\u003cbr\u003e2 The Arcade Game Machine (and Beyond)\u003cbr\u003e3 Against Intentions\u003cbr\u003e4 Keeping Up with the Future\u003cbr\u003e5 The Eternal Commodore 64 Style\u003cbr\u003eGlossary“ Commodore founders' personalities are expertly presented in this recommended book that offers insight into how and why corporate and marketing decisions were made.”\u003cbr\u003e\u003cb\u003e—\u003ci\u003eLibrary Journal\u003cbr\u003e\u003cbr\u003e\u003c\/i\u003e\u003c\/b\u003e\"You might get the impression that [\u003ci\u003eToo Much Fun\u003c\/i\u003e] is a simple revisiting of the C64 in the time of its heyday—but it’s actually a much stranger book than that. . . . [Juul] keeps surprising you with original bits of data journalism. . . . I highly recommend \u003ci\u003eToo Much Fun\u003c\/i\u003e. It’s both a needed corrective to other history books, and a book in a category all its own. . . . Juul is one of the great gaming thinkers and historians.\"\u003cbr\u003e—\u003cb\u003e\u003ci\u003ePolygon\u003cbr\u003e\u003cbr\u003e\u003c\/i\u003e\u003c\/b\u003e“Jesper Juul has provided a long-needed addition to the Platform Studies series. It’s a wonderful book, as readable as it is informative.”\u003cbr\u003e\u003cb\u003e—Jimmy Maher, author of \u003ci\u003eThe Future Was Here: The Commodore Amiga\u003c\/i\u003e\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003e“A beautiful, sincere, and rich account of everything that makes this influential computer so special to me: that unique punk stew of technology, creativity, culture, people, and zeitgeist.”\u003cbr\u003e\u003cb\u003e—Gary Penn, editor of \u003ci\u003eZzap!64\u003c\/i\u003e; inaugural Games Media Legend; author of \u003ci\u003eSensible Software 1986–1999\u003c\/i\u003e; Creative Director at DMA Design\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003e“In this standout contribution to the Platform Studies series, Juul illuminates the overlooked career of the Commodore 64 home computer by integrating the perspectives of hardware designers, marketers, game programmers, demo creators, and retrocomputing enthusiasts.”\u003cbr\u003e\u003cb\u003e—Thomas Haigh, lead author of \u003ci\u003eENIAC in Action\u003c\/i\u003e and \u003ci\u003eA New History of Modern Computing\u003c\/i\u003e\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003e“As someone who has a wealth of knowledge on this subject, I highly recommend this book, so do not hesitate—just buy this book and rejoice.”\u003cbr\u003e\u003cb\u003e—David John Pleasance, musician; former Managing Director, Commodore UK; author of \u003ci\u003eCommodore: The Inside Story\u003c\/i\u003e\u003c\/b\u003eJesper Juul coedits the MIT Press Playful Thinking series. His previous books include \u003ci\u003eHalf-Real \u003c\/i\u003eand \u003ci\u003eThe Art of Failure\u003c\/i\u003e. He is Associate Professor at the Royal Danish Academy in Copenhagen and has taught at MIT and New York University. His first computer was a Commodore 64, on which he wrote games and demos.","brand":"The MIT Press","offers":[{"title":"Default Title","offer_id":46301341843685,"sku":"NP9780262549516","price":30.0,"currency_code":"USD","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/1842\/7735\/files\/9780262549516.jpg?v=1767742813","url":"https:\/\/k12savings.com\/es\/products\/too-much-fun-isbn-9780262549516","provider":"K12savings","version":"1.0","type":"link"}