THE CLASSICS
The games that made the machine — and the engine
These are the C64 games Retro-64 is built to honour. Some gave the engine its physics (the Movement Lab's "Giana school" is named for one of them); some are milestones still on the roadmap; all of them are worth your time.
Every card below is loaded live from a MongoDB collection — this isn't a hand-written list. It's data in a c64-classics collection, fetched through the public API and rendered by a custom component. Editing an entry in the admin updates this page instantly. That's the whole pitch for a CMS as a game-data backend, in miniature.
The same data, as a view
The gallery above is one way to see the collection. Here's another — the exact same records, run through a saved View that sorts them by year and lays them out as a table. One collection, many presentations:
Under the hood
This page quietly uses five different parts of the CMS at once:
[table]
| Feature | What it's doing here |
|---|---|
| MongoDB | The c64-classics records live in Mongo, not flat files — the site's Pro storage adapter |
| Collection | c64-classics — a typed schema (title, year, genre, blurb, legacy…) you edit in the admin |
| Component | <dm-c64-classics> fetches the collection's public API and renders the gallery |
| View | classics-by-year — a saved, sorted, public projection of the same data |
| Page | this Markdown file, filed under the Retro-64 project |
Add a game in the admin and it appears in both the gallery and the view, with no code change. Swap the storage adapter and nothing above it notices. That separation — data, presentation, and content as three independent layers — is exactly what makes a CMS worth having behind a project like this.