The high and low of things is that for our purposes, this was the textmode graphical standard used for Commodore 64s, used in its programs and ... perhaps on its BBSes? (I only ever called Crunchy Frog, a C64 board, from my PC, and the memories are slim. I remember it ran off a 2-floppy-drive setup where the BBS software lived on one disk and all user/message/activity data lived on the other, continuously mulching itself FIFO-style. In any case, if I wasn't calling in from a Commodore machine, I wouldn't have seen PETSCII, only unintelligible garble.) I wouldn't be surprised if it saw some use in that context among warez crackers and couriers but I have no idea if that analogous-to-ANSI-on-the-PC situation was actually the case, as I was not part of that scene or community. (I never owned a Commodore machine -- well, not before 2010 -- and all the piracy I witnessed at my elementary school labs was of the sneakernet variety.) To say I may not have a full grasp of all of the details would be an understatement. I'm guessing that PETSCII allows for some XBIN-style character remapping (and possibly assigning custom palettes of foreground and background colours, from the looks of things), but I could be totally off base.
This is not a complete collection, but one mostly gleaned from outstanding C64 "scene" galleries up at The Pixelling Cow ... from which in the future you'll be seeing me sharing further, non-PETSCII, C64 game-related artworks. But let's begin at a beginning, and start with a title screen:
Daniel Bunten Berry's M.U.L.E. didn't rely on textmode graphics (and if it did, it would have initially been using the Atari 800's own proprietary textmode standard of ATASCII), but its graphics were regardless quite rudimentary, so King Durin here can approach an approximation of its title screen without losing a great deal of fidelity. (To compare and contrast, here's a link to the original C64 title screen.) ... Kind of makes me wish that after all those years, I'd waited just a little longer to share that arrangement of MULE's theme song! Daimansion here reproduces a scene from one of Al Lowe's more unglamorous gigs at Sierra (and heads up, while on that Leisure Suit Larry tangent, the picture after the one after this one is NSFW if scrutinized closely), the culmination of their early contract with Disney: Donald Duck's Playground. He's taken a few liberties, particularly with the shopkeeper who is clearly no longer Mickey Mouse, but the scene regardless immediately brings the game's actual artwork to mind. Hi makes a bold gambit, showing us an unmistakable scene from a game that never made it anywhere near the C64 (its authors were more Apple 2 kids, if memory serves correct)... that being iD Software's DooM, of course: Finally, a depiction by marq of one of the C64's great underground hits, the ridiculous and XXX minimalist sports program Sex Games. (Kim Lemon actually implemented a web version of it if you'd like to try your hand.) "Ready, Set, Go"? I don't even know if this piece, again by King Durin, represents a real game, but it could well be any one of hundreds. If you don't descend into the software mines it's hard to understand just to what an extent the ecology exploded into eg. maze games in the wake of Pac-Man. This, then, is one of the oodles of platform games that came quick on the heels of Donkey Kong and the game it always secretly wanted to be, Popeye -- Mario Bros., Jumpman, Lode Runner, Hunchback, DROL, Mappy, Impossible Mission... all taking a basic gameplay premise and running with it. Another piece by daimansion, this depicts an apocalyptic scene from "Save New York". But more famous screens are coming! Really, using uniform blocks this way, you could practically crank out any given game mascot even on a typewriter, but the colouration makes all the difference. I really appreciate Leichtfu's Q*Bert (or "Blockbert") here -- the choice of round textmode character playing up the roundness of the avatar hopping around a very Euclidian space -- a pyramid made of cubes!I'll follow with a similar piece by
big dudey #petscii #edscii pic.twitter.com/R55H7lfzFQ
— JP LeBreton (@vectorpoem) December 19, 2014
Well, that may be as elegant a summation as one can achieve with static images, but when you start to animate PETSCII the sky's the limit. Specifically, the Monkey Island bit here is outstanding, starting at 2:09: