Showing posts with label Activision. Show all posts
Showing posts with label Activision. Show all posts

Tuesday, 5 August 2014

Commodore & Amiga - EXCLUSIVE

We caught up with Sam Dyer at the point of printing his new Commodore 64 book at the printing press to see what his views on the Kickstarter success are and to the future with his Amiga book



Q. now you are at the proof stage how real does this all feel to you now? 

Sam:
It still feels massively exciting and I can't wait to hold an actual book. I think it will be surreal to actually hold one as I've dreamt of doing for so long! But I've loved every minute of the campaign. From initial concept,  promotional stuff,  kickstarter and the actual design it has all been a blast! 

Q. seeing the proofs now are there any spreads / games in the books that really stand out for you? 

Sam:
My favourite spread had always been Total Recall. Stephen Ian Thomson's pixel art in that game is stunning. Too see his image of Cohaagans eyes popping out on Mars across a double page spread is a joy to behold! The game maps have also come out really well and the detail picked up by the print is fantastic.

Q. how do you as a designer feel about this being your own hard work that is coming to light - a reality now?

Sam:
It feels very odd to be honest! I've worked on the book every night for the last 6 months in some form or another and it really has been a labour of love! To answer your question,  it's a mixture of excitement (and relief!). But most of all I feel proud of what I have created. 

Q what would you like to say to the community out there who has supported you? 

Sam:
You are ALL amazing. I have been seriously touched by the support I've had from all corners of the retro gaming community. Everyone has been so kind and to be honest, none if it would have been possible without this support. I must also say a huge thank you to a few people that have given up their own time and have been giving me advice along the way. So huge thanks to everyone at GYL, Andy Roberts, Mat Allen,  James Monkman and Steve Jarratt.

Q what is it about the Commodore 64 book that made it your first gaming book to focus on? 

Sam:
It was my first computer as a child and the one I remember with the most fondest memories. Also I felt there was a gap in the market for a visual book on the C64. It hadn't been done before and that appealed to me massively. I also knew that the C64 had a very active scene so drumming up interest would have been easier than picking a niche computer with a limited fan base. And most importantly,  I'm a HUGE fan of pixel art and the C64 has some of the best ever (in my opinion!)

Q. what have you learnt managing the kickstarter - positive and negative - any tips? 

Sam:
Ive learnt LOADS. I made some mistakes but I've learnt from them. Starting a small publishing business and running a Kickstarter was a huge learning curve for me and I must give a huge thanks to Tim Nicholls here. Tim ran the hugely successful Artcade book campaign and he very kindly gave me lots of advice at the start. This advice gave me the confidence to 'go for it'. Cheers Tim!

As far as tips go... I would say: Before launching your Kickstarter, spend a couple of months, drumming up interest,  join relevant forums, gaining a following on social media and produce a promo video. That way, when launched, you will already have done a lot of hard work around promotion and getting the word out there. People will not find you,  you have to find them. Get your numbers right! Do all the maths before you begin and set your total. Take into consideration all outgoings and TAX etc... by getting your numbers right, it means you won't have to stress about this side of things and can concentrate on enjoying the campaign.

Don't rest once funded! The C64 book was funded after only 1 week and it is natural to maybe take your foot off the gas and think 'Ive done it!'. It was at this point I had some fantastic advice from a friend that I should push on and make the campaign even bigger and better. "Don't stop now" he said. "Release some exciting stretch goals, more pledges and keep pushing the campaign 100%". Im so glad I took this advice as it really gave me that final push to make it as successful as it was.

Q give us some juicy gossip about the forthcoming Amiga book you have planned?

Sam:
OK! The Amiga book will be next book in the Commpendium series. It will follow the same style as the C64 book book and will act as a kind of big brother (or sister) to it. As far as gossip goes,  I have been working behind the scenes with Matt Wilsher on ways to make the Amiga campaign even bigger and better then the C64 one. 

All I will say is that we will be resurrecting a famous unreleased game as a physical product. Printed box, instructions and actual floppies. That is all I can say at the moment, all will be revealed soon!

To order the C64 book go here: http://www.bitmapbooks.co.uk/
To follow Sam on twitter to find out more about the C64 book and hear the latest on the Amiga book go here: https://twitter.com/MrSidC64

Thursday, 7 November 2013

HEWSON GAMES - Covertapes Can Yield Forgotten Classics

By Ewan Robinson

Covertapes Can Yield Forgotten Classics - a Hewson tale...



If you are a gamer of a certain age (or have a healthy interest in gaming on home micros from the 80’s and 90’s), you will almost certainly have encountered games published by Hewson Consultants and their later iteration 21st Century Entertainment.  Many of their classic games have appeared on a wide variety of platforms varying from the original Sinclair and Commodore home micros, the 16-bit successors to that market the Atari ST and Commodore Amiga and even appeared on Nintendo’s Virtual Console service as well as Commodore 64 Plug-n-Play TV Game systems in recent years.


As a collector of older hardware and software, I have a large amount of software for various systems gleaned from a wide variety of sources;  some has survived numerous house moves, others rescued from friends lofts or purchased in bulk lots from Ebay.  While emulators are the easiest choice for most people (and perfectly acceptable for playing on), I prefer to play my games in their original format and on original hardware.  For this article I decided to go back through my collection and see exactly how much Hewson and 21st Century software had accumulated and, providing my hardware was up to the task after 20-odd years, revisit these games again.


Going through my cassettes and disks I discovered that though I had few Hewson games in their original packaging many more were to be found on the fair number of Covertapes that were given away with Sinclair and Commodore games magazines.  These Covertapes included both full games and demo versions of then-newly released software.  For a retrogamer these sources should never be overlooked as there are many hidden gems hidden there.  


Crash magazine (for the Sinclair Spectrum) and Commodore Format (for the C64) seemed to host the most of these games, from around 1988-1991, though I found a few for the Atari ST & Amiga, both as Coverdisks and as software bundled with the machines themselves.  I seem to recall a budget range for 16 bit machines that also included a few titles too, I think by Prism Leisure.

(Note: Unfortunately upon setting up my machines in preparation, I discovered my Sinclair Spectrum+ has developed a malfunction and as such I have not looked over the Crash tapes in this article.  Hopefully I can repair it and bring you a Hewson Spectrum Special article in the future)


Below are the Commodore 64, Atari ST and Amiga games that by pure random chance had been lurking in my collection.  Those of you with large collections of tapes and disks may well have these and others, as it is by no means a complete list.  Dates mentioned are the date the game was copyrighted and not the date of the magazine in the case of Covertapes and Disks.


Shockway Rider (by FTL, 1988)
(C64) Commodore Format CF5
Perhaps not the most auspicious start on my journey of (re)discovery was this game.  As a futuristic trouble-maker on a set of three moving walkways, throw bricks at by-standers, avoid the other gangers and reach the objective.

Ok, the game itself isn’t particularly one of Hewsons greats, but it does use some rather nifty graphics tricks to give the impressions of parallax scrolling (technically impossible on a C64 but clever programmers could get around that) and sprite scaling and even some primitive digitisation features in the presentation.  An interesting look at some ways to bend the C64 graphically, though the game is a bit shallow, even by the standards of the day.


Anarchy (by Michael Sentinella, Music by Nigel Grove, 1987)
(C64) Commodore Format CF10
A brilliant little game that I very much still enjoy. Guide a little tank (actually, its a tank destroyer, but lets not get into semantics) around a maze, shoot out the blocks and battle enemies.  Think Atari’s Combat mixed with Boulderdash or Repton and you get the idea.


The thing I really like about Anarchy is that when you shoot out the blocks it plays musical notes. These are very nicely done as to never grate on the player’s hearing and also randomly generate the sound in a pleasing manner.  More games should have quirks like this and a good soundscape is also a feature of many Hewson titles, either in effects or musically.

(Note:  Not to be confused with Psygnosis’ Anarchy which is a Defender clone)


Mission Impossibubble (By Mat, Music by Demon, 1989)
(C64) Commodore Format CF16
Isometric puzzle-shooter with very nice music and some up to the minute effects for its time. Like many later 8-bit Hewson games, Mission Impossibubble uses many graphical techniques to make the game look a lot more advanced than the aging hardware would otherwise allow. The game is quite entertaining with a steep difficulty, but retains an all important one-more-go quality, and the charming characters and pleasant sound effects still work nicely.


Head The Ball (By Jason Page, Spectrum version by Cybadyne, 1989)
(C64) Commodore Format CF16
Combining the best elements of Wizball and Cauldron II, Head the Ball is a perfectly functional and enjoyable platform game. Guide the titular Head along screens of enemies to reach the goal.


The game is well designed, and allows various different ways of traversing most screens.  Again, the sound really stands out, specifically the music, and the controls are much more friendly (though less realistic in terms of physics) than Cauldron II’s ridiculously uncontrollable pumpkin.  I guess Heads are more maneuverable than decorative squashes!


Cyberdyne Warrior (By John & Steve Rowlands, 1989) (C64) Commodore Format CF17
A fun multi-screen platform shooter, Cyberdyne Warrior’s space marine lives in a world not unlike that of Turrican or Metroid.  However, he eschews fancy gadgets and being able to turn into a gyro-ball in favour of firepower and lots of it!

Blast, leap and collect your way through enemies of all kinds in this sci-fi action blaster. Again, Cyberdyne Warrior displays some of the graphical flourishes that would come to be much more familiar on later 16 bit machines.  A very enjoyable game all in all and one I will definately play more of.


Battle Valley (By Simon Wellard & Mark Washbrook, 1988)
(C64) Commodore Format CF17
Silkworm?  Nah.  S.W.I.V.?  Pff who needs it. Not when you have the awesome Battle Valley from Hewson!  Choose between helicopter or scorpion tank in this scrolling shooter. You choose whether to go left or right, ground or air attack.  Bases reload your ammo and enemies will try to shoot you down or destroy you no matter what method you choose.


Aim your cannon up or down in tank mode, take cover, retreat to a better position or fly high or nape-of-the-earth in the chopper in this nice well-rounded Moon Patrol-meets-Choplifter style game.


Firelord (By Stephan Crow, C64 version by John Cumming, 1986)
(C64) Commodore Format CF18
Classic flick-screen adventuring.  Firelord however does nothing to hide its roots on the ZX Spectrum, and in my opinion fails to take any advantage of the C64’s abilities.


Except in one place;  its theme-tune is one of the jolliest medieval ditties this side of Fairlight’s score and is very very good.





Paradroid (By Andrew Baybrook, 1985)
(C64) ZZap! Megatape 24
If you are a fan of the Commodore 64 and you have never heard of or played Paradroid I’m afraid you’ve missed out. Very simple graphically, though still effective, Paradroid is one of the best realised games of its time.  Explore a vast starship as the aforemention droid, evade destroy and “hack” to take over the other robots who have gone berzerk and make your way to the bridge to free the cowering captain and his cowardly crew.


With tons of replay value, for me its the slick controls and ease of play that make the game, though it is far from an easy jaunt walk in the park.


Gribbly’s Day Out (By Andrew Baybrook, 1985) (C64) ZZap! Megatape 25
Can Gribbley Grobbley save the strange things from the other, stranger things? Probably not.  But sure, go on, you might as well try. Even by early C64 standards the graphics are…. a little basic.  The game is odd, yet think Thrust with gravity and a frog with one leg instead of a spaceship and you are sort of slightly close.Hard to describe and nearly as hard to play, Gribbley’s Day Out is a game that will leave you saying…. “What"?!.



Ammotrack (By John M. Phillips, 1988) (ST) ST Action Games Disk (Unknown Issue)
This game claims at the start to be “an incomplete or demo version”. I'm not aware of a more complete version appearing, but perhaps it did. Think Roadblasters meets S.T.U.N. Runner and I think that’s what was being aimed for here.  Unfortunately, the framerate doesn’t quite cut the mustard on the speed side of things and the sound is virtually non-existant.

However, it would be unfair to totally slate Ammotrack.  The 3D effect works very well and once you get into the swing of it, pickup power-ups and dodging obstacles on the course, there’s a fair amount to be said for this little game.  I’d love to know if it was ever finally completed though.


Nebulus (By John M. Phillips, 1988)
(ST) Atari Power Pack Disk G
Another deserving classic.  Nebulus is a platformer concentrating on a rotational tower that you must ascend, avoiding or battling enemies as you do so.  Graphically impressive in all its formats, Nebulus is a brilliant game, even if its crushingly unfair at times. The ST version has unfortunately weak sound effects, but that’s more to the limitations of the platform/hardware itself rather than the game.  Graphically, its still very impressive and the game is a lot of fun, with a real “one-more-go” quality.

Steel (By Gary Biasillo & Mike Williams, 1989) (ST) Zero Cover Disk 22
This was the first “full game” I got on a cover disk for my Atari ST.  I really liked it.  You play a robot, not dissimilar in appearance from V.I.N.Cent from The Black Hole, and attempt to navigate your way around a starship filled with rogue robots, hacking computers to attempt to reach the bridge and...save… the ...crew…  hmmmm I’ve heard this plot and style somewhere before….


Yes, its pretty much Paradroid for 16-bit machines. However, it gives and takes in equal measure. Graphically, it is very very very pretty, the metal of the robots is well coloured, the ship’s corridors look great, and the sound isnt too bad.  Unfortunately, you now play horizontally rather than top down, meaning that where you could drive around enemies in a room, you are often trapped in a corridor with them. They are much tougher to destroy than before and they damage you badly when they hit you. Get the pens out, because to complete this game you’ll need mapping skills. Odd, as in Paradroid the game had a map you could access by the ship’s computer.



Pinball Fantasies (Andreas Axelsson & Marcus Nystrom, 1992)
(Amiga) 21st Century Entertainment Original Version

Follow up to the successful Pinball Dreams, it does what it says on the tin providing four more beautifully designed pinball tables.  This game was expandable through data disks and featured brilliant sound, crisp clean graphics and a good sense of physics.




In my opinion the 21st Century Entertainment Pinball games on the Amiga blew away their competition on consoles and other home micros substantially, with only (and in my humble opinion)  Advanced Pinball Simulator on the Amstrad giving as fun (but much less graphically and audibly enriched) pinball experience.


Given that the above was a random selection of games gleaned from my collection, you can see how varied Hewson’s catalogue is.  Many games had very original features, and often some of the best sound work of their time, especially on the C64.  And I hope that this has inspired you to take another look at that heap of Covertapes gathering dust on the shelf.

Now, where did I put that screwdriver?  I have a dozen Hewson titles for the ZX Spectrum I want to play next…..

This GUEST BLOG review is by Ewan Robinson

Also...

Our Interview with Andrew Hewson can be viewed here:
http://gamesyouloved.blogspot.co.uk/2013/10/exclusive-andrew-hewson-kickstarter.html

Back the Kickstarter here

Watch the Kickstarter video below:


Saturday, 10 August 2013

Silicon Dreams - A Retrospective

Where would we be without electronics?  Using Electrical circuitry to solve problems for a variety of requirements by means of semiconductor components to control electrons, it’s such common thing that it’s mostly taken for granted, and rarely is it celebrated.

In July, GamesYouLoved were lucky enough to be invited along to the Silicon Dreams in the heart of Leicestershire, to celebrate, remember and learn about the age of electronics and hopefully understand its future. A month after the event, after all the computers, components and gadgets have been packed away or taken back to the museums from whence they came, and the dust once again settles on the diodes, we take a retrospective look at the event and what made it tick.


The event was held at Snibston Discovery Museum in Ashby, in the heart of Leicestershire.  The purpose of the event, as the name suggests; to celebrate the ‘age of the silicon chip’, and the evolution of electronic entertainment. It featured an extensive list of exhibitors; from from collectors and completionists to originators and tech-geeks, all keen to share their knowledge and let punters ask questions and interact with their exhibits. The weekend was packed with a variety of activities and talks from key speakers of the computing world. The exhibitor list read like a who’s who in British computing, featuring not one but two of UK’s computing museums; the Centre for Computing History, and Retro Computer Museum, featured talks and input from some of the scene’s most respected minds and even included entertainment from 80’s electro popsters Heaven 17. This was right up GamesYouLoved’s street.

The location couldn’t be more apt, with the event spread nicely throughout the technology museum, which itself hosts a range of science and industry exhibits. GamesYouLoved attended the event on an unusually scorching Saturday, but despite the Barbeque weather the place was a hive of activity with people of all ages enthusiastically exploring and interacting. Exhibits provided an extensive history of computing, showcasing pretty much every computer and console one could remember and many you probably wouldn’t. From the education based Commodore PET 201 (Personal Electronic Transactor) and BBC micros to countless consoles and game systems. Bits of nostalgia were dotted everywhere whisking you back to a day when electronic entertainment was still fresh and exciting, from classic synths, the first games systems (Binatone TV Master) to Betamax top-loading video players.

GamesYouLoved asked Simon Hewitt (Event Organiser) where it all started:

“The clientele that came to vintage computer festival 2 years ago, wanted a similar or follow-up event that celebrated old computers and the legacy of the silicon chip rather than just gaming. We wanted to achieve all of that and make it appeal to a family audience also.”

The next event did just that, by bringing together various factions of the computing community and guest speakers, to demonstrate what their remit was all about and share their passion to potential new audiences. "It doesn't stop there - we'll also have film-related entertainment, arts activities and - of course - electronic music.”, the website promotes.

Simon had worked hard to bring it all together, and the smooth running of the event was down to Simon and his crew’s hard work and determination.

“It’s all really exciting..” Simon enthuses, “..We’ve got a talk from Martin Ware of Heaven 17, one of the godfathers of British electronic music. We’re following this up with a live performance by a band called Northern Kind- a newer synth duo along the same lines, and rounding things off with a performance by Heaven 17. It’s a way to wind down and relax after overseeing things throughout the day as well as adding a bit of a ‘rock and roll’ element. It’s also in keeping with the retro theme of the event.”

And the Simon’s favourite game?
“We’ve had a comp running on Chuckie Egg and that was always a favourite of mine. I had an Acorn Electron and a Spectrum and I preferred the Spectrum version. I’ve even got it on my android phone!

Whilst there, GamesYouLoved GamesYouLoved spent several hours getting involved in the extensive collection of computing systems. Limited run or unsuccessful systems are a part of the evolution of the home entertainment system and GamesYouLoved always find these more interesting because they often still had a part to play in the scene as a whole. We all may remember the likes of Atari’s Jaguar or Panasonic’s 3DO - but perhaps less the French cassette based systems: Matra Alice 90 (a Tandy TRS-80 clone) or an Exelvision Exl 100, or Micronique Hector 2HR, or Philips VG5000.

Moving around the event GamesYouLoved asked the owner of these (and many more gems), Steve Perry, about his collection:

“I've brought a variety of systems along. I just think it’s important that people see them and get chance to use them. A lot of collectors keep their stuff hidden away, stored in boxes, never sharing them and I don’t really agree with that. It’s important for the scene as a whole, and I know you’ve got emulators but it can never replace the look and feel of interacting with the real thing. I’ll always prefer to play on the real thing. I suppose it’s like watching something important on television. It’s always gonna be better to watch it live than a recording.

I’ve probably got about 130 systems at the moment give or take a few non-working ones. Ive got 3 full size arcade cabinets in the living room…”

GamesYouLoved then asked Steve Perry where it all started for him?

“I guess it all started at a RetroVision event, one of the first retro gaming events. It was all quite Llamasoft based with Jeff Minter, and as a homage to his games a group of people from the YakYak forum, started this event called RetroVision and over the years it got more and more generic incorporating different games, different consoles and systems. I went to one in Oxford, took along a Playstation 2, just the one system. The next event I took a few more systems along, and then more after that and it’s just grown, and kind of got out of control.”

Back to the event...
The event was also a great way of promoting the hard work of 2 museums, who are currently playing a big part in Britain’s growing retro games scene. Centre for Computing History, and Retro Computer Museum both have extensive collections of computing and gaming systems from years gone by. Centre for Computing History is a registered charity and has only recently found a home in Haverhill near Cambridge. Their aim is to not only celebrate the impact computing has made on the way we communicate and absorb information, but to generate interest in computing and programming in the younger generations. This made them a perfect exhibitor for the event, as not only did they bring along an array of classic hardware, but they could inform and engage visitors with relevant knowledge and information.

Retro Computer Museum or RCM were also integral to the event supplying an extensive selection of home computing and gaming systems, all set-up and ‘ready to go’ allowing visitors to lose themselves completely in retro gaming if they so wished. Andy Spencer was good enough to give us a walk around and background on all the machines they’d brought from their base in Leicester. His passion and enthusiasm was infectious reminding GamesYouLoved of what gaming of old is really about. Similar to the Centre for Computing History  RCM are also a charity relying on donations and the hard work of volunteers to sustain itself.

GamesYouLoved  also spoke to  Dylan Smith, who had devised an Ethernet networking system for the Sinclair Spectrum, allowing for LAN multiplayer gaming. The theme of the event was becoming more prevalent the more involved GamesYouLoved  got. Old meets new. Sure, it’s important not to forget where computing’s come from also applying a fresh approach, simple and exciting things can occur.

GamesYouLoved also spoke to Chris Smith, writer of the book ‘The ZX Spectrum ULA: How to design a microcomputer’

He went on to say

“There’s still a barrier, especially with the younger generation, using this equipment. So what I decided to do, by way of investigating the ULA- the custom chip in the spectrum, I managed to build my own spectrum, using basic principles using common parts you can find in places like Maplin.
This celebrates how the spectrum chip works, because there’s not really any documentation for that. I then documented this into a book, documenting the whole design. This examines not just the ULA, but looks at how an 8bit computer was designed in the 80’s using the spectrum as the case-study.”

I asked whether he thought gaming had a part to play in all this. Surely gaming helped get the most out of the hardware and push things?

“In gaming, especially when you’ve got such limited resources, whether the ZX spectrum or any 8-bit machine from that era, producing games which had playability and were better than the last was key. It was all about improving and producing things that were better so things didn’t stagnate, you had to innovate.”

Chris himself used to work for the developer MicroGen and would keep an eye on the gaming scene because of its importance to the Spectrum scene;
“I used to subscribe to Crash magazine. Bearing in mind that at the time there was no internet and no ‘in your face reporting’,  I would buy the magazines to keep up with what people were doing in advancements in games. .”

And when GamesYouLoved asked about his favourite gaming memories:

“I used to play some games on the spectrum but it was more to gauge what programmers were doing. I s’pose I was more of a watcher than a player. If I was pushed though, my favourite game would be either Sabre Wulf or Nightlore. I played Sabre Wulf and awful lot. Scuba Dive (Durrell)? I loved that game. And Stop The Express.”

Since the event, The Centre for Computing History has opened its doors and Simon has confirmed there will be another Silicon Dreams event. Simon is currently looking for sponsors for the 2014 event and is providing up to date news about the progress of things via the website: 

http://www.silicondreams.org.uk/ and their Twitter page: twitter.com/SiliconDreamsGB

Thank you to everyone who help organise and contributed to the Silicon Dreams event from the GamesYouLoved Team

Find The Centre for Computing History and Retro Computer Museum on our friends page:
http://www.gamesyouloved.com/friends/

Tuesday, 9 July 2013

Jason Cooper - CEO of BLAZE - Exclusive GamesYouLoved Interview
















- Who are you and what do you do?
Jason Cooper
CEO of BLAZE

- What video games and arcade games did you grow up with?
First console was Atari 2600. First Computer ZX Spectrum.
I was also fortunate enough to own a SNK NEOGEO
Loved GORF in the Arcades and Donkey Kong junior. Also spent hours on N.A.R.C

- Whats are your favourite video games of all time?
Galaxians
Super Smash Tennis (SNES)
NEO GEO Super Sidekicks
NEO GEO Art of Fighting

- what is gaming all about for you?
A relaxing way to spend time. I like the simpler games and I like the way that gaming is turning into a more casual event on smartphones and that the audience is now so much broader. So Call of Duty is a none starter for me as it is too complex. Though I do like the latest Hitman game, that is pretty cool.

- have you ever been overseas (US and Japan) and if so whats the gaming scene over there like?
The best place by far is the Akhibara district of Tokyo that is dedicated to electronics. I have bought so many video gaming gadgets there, like a Super Famicom TV by Sharp and a combined Gamecube and DVD player by Panasonic. I also loved my white GameGear!

- What item would you like to have for most in your collection but don't have
My friend made a Street Fighter 2 , two player arcade stick for SNES from the original arcade cabinet. It was super cool. I waited nearly 20 years for it and he finally sold it to me last month! So I am not entirely answering the question, but I have waited an age for it!



- Who has motivated you in the past to become what you are today
No single person. I have been fortunate enough to work with some incredibly able people and they have all motivated me in different ways.

- What do you see for your company in the future - 5, 10 and say 20 years?
We will still focus on retro but continue to develop our mobile games. We launched our first title, Fluid Football last August and it became one of the leading sports games last year – it has been downloaded nearly 3 million times now. It has been the number one sports game in over 30 countries including Brazil, Germany, Italy, France, UK and China!

Our ultimate future in video games is developing and publishing games for mobile handsets.

- How have the consoles and games changed for you over the years?
They have become far more complex and in doing so, a lot of the fun has been taken out of the experience. Mobile is stealing this space.

- Where do you see the future of retrogaming in the UK and the world
On mobiles....

- How can retro gaming be part of the the New Gen scene
By Nintendo, Sony, Sega, Activision, Capcom and other leading developers of the original games, licensing to BLAZE their software back catalogue....

We would light a fire under the whole video gaming sector if such a deal could be done...
Thanks for the call!

Jason

Pics: Top Picture - Jason holding the NEO GEO X at Finningley Airport near their UK offices
Below pic: Street Fighter 2 , two player arcade stick for SNES from the original arcade cabinet.

www.funstock.co.uk
www.blazeeurope.com