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Computing, Retro Systems and Digital Culture

This computing journal gathers my notes on retro computers, early personal systems, analogue logic, software culture, electronic learning kits, workstations, peripherals and the strange promises once attached to the digital age. It is less a catalogue of old machines than a map of how people imagined computers would change work, play, learning and everyday life.

Latest Additions and Updates


Collections and Topic Journals

Some computing subjects deserve more than a single article. These collections have grown into living topic journals that gather together related computers, software, magazines, hardware, historical research and ongoing discoveries. Each serves as a central reference point that expands over time, allowing the story of a platform to unfold naturally rather than being confined to one page.

Commodore Computing

Everyone has their first love in computing, and Commodore was mine. From the humble VIC-20 and Commodore MAX Machine through to the legendary C64, C128 and Amiga, these systems shaped how I learned to program, create and think about computers. This collection brings together decades of articles, memories, software, magazines and ongoing discoveries celebrating one of the most influential families of home computers ever built.

Vintage Computing Collection

Not every memorable computer wore a Commodore badge. This collection celebrates the remarkable machines, consoles and specialist systems that helped shape the history of computing, from pioneering portables and powerful workstations to educational kits and wonderfully eccentric commercial experiments. Each topic continues to grow as new research, stories and historical material are uncovered.

Retro-Computing

These articles explore individual machines, operating systems, software and forgotten technologies that caught my attention. Some were commercial successes, others spectacular failures, but each tells us something about how computing evolved.

Storyboard

These connected pieces extend the computing cluster into adjacent ideas: public domain software, workstation habits, demo culture, robotics, operating systems and the media worlds that shaped computer enthusiasm.