Showing posts with label microcomputing. Show all posts
Showing posts with label microcomputing. Show all posts

Wednesday, 10 December 2014

Playstation Jumper & Coaster – Christmas review

Christmas is around the corner and Playstation (via our buddies at Numskull) comes bearing more gifts for the gamer in need! 


GAMER DEAL: GYL10 - 10% off at http://www.yellowbulldog.co.uk/collections/numskull




20 Years on - The Playstation is still looking cool for a another merchandise review for www.numskull.co.uk 

What we got.
Here on this review we're looking at the Sony Christmas Jumper and Playstation official coasters under the www.numskull.co.uk brand.



The range of gamerwear, clothing, gifts, merchandise and also Sony Official goodies www.numskull.co.uk now develop - goes further and wider than these items we've featured here too.

We'll be bringing alot more from www.numskull.co.uk Some goodies already available, plus new gaming merchandise concepts not even released over the coming months and weeks. 

www.numskull.co.uk specialises in creative, exciting concepts that it develops into products released to gamer fans the world over.

Gamers keep a look out for GYL news on this - which we'll be putting out via our social spaces on Facebook and Twitter, as well as this ongoing BLOG via www.gamesyouloved.com

This time it’s all about a nice cosy Christmas morning. What could be better than some cool coasters for your egg nog (or just a cup of tea / coffee / cocoa) to rest on – and a snazzy jumper to relax back in after a big Christmas dinner. 


The guys at Numskull have done Sony proud yet again with two cool quality products and a design that makes us wanting more! 

Gift One: The Playstation Coasters What can we say about these groovy additions to any game room. They are representing some seminal games from Playstation here. Not only that they look great all lined up together as a coaster ‘set’ Parappa the Rapper is a classic title and one of the best from this lot. Gran Turismo is smart and slick and for the petrolhead gamer in you it's a lovely design. Destruction Derby – probably our least favourite design of the four - but a great game and still its a pretty cool cover. 



To top it all however - is the legend of a game that is Wipeout – everything about the game and design of the graphic and imagery on the cover is late 90s coolness. The backs off the coaster also reflect the back of a typical case cover - a nice detail and touch. So show your gaming table or sideboard some love and get these spread out just as you’d display the real thing.




Gift Two: The Playstation Jumper Now it’s nearly Christmas and what would a day round the family dinner table be without a Christmas jumper?! 

This Playstation inspired one tops them all. It’s bright, fun and will make you stand out. 

The large is a pretty nice fit too if you’re a 42” chest – not too baggy or snug – a good fit. 

Medium comes up nice too for any gamer guy or girl wanting to do a Christmas jumper in style. 

A festive crowd pleaser for sure and you can’t not love what Numskull have done with the design here. Its all triangles, squares, exes and zeros with reindeers all mixed in along the way!



GAMER DEAL, Voucher code: GYL10 
10% off at http://www.yellowbulldog.co.uk/collections/numskull
Watch out for more GamesYouloved Merchandise reviews from www.numskull.co.uk 

Friday, 4 April 2014

Hints and Tips for videogames pioneers – the video!


When Andrew Hewson announced to GamesYouLoved.com he was going to bring the wisdom of the 80s and 90s game development experiences to life through a ‘hints and tips’ book – we were excited to say the least!

Not only had Team - GamesYouLoved.com grown up with playing the Hewson and 21st Century Entertainment gaming classics across a range of different microcomputers - we had been fully aware of Andrew’s part in the UK’s gaming history which sprung up during the 80s and into the 90s.  

It was more than just making and publishing the games for Hewson. It was about a whole generation of kids like us at the time inspired to use a computer. The part Andrew played in providing articles and content for the gaming press as well as his own published books of the 80s is a testament to this cause.

There were the games too, Pinball Fantasies, Firelord Zynaps, Uridium and Nebulus –really fantastic games with amazing graphics and addictive gameplay.


The people involved with Hewson in the design, artwork and development of these games were our heroes. We wanted to know more and Andrew was there with the help of his son Rob to do the job for us.

Kickstarter provided a great forum for the project to live and really happen on a scale and was successful in its fundrasing and we at GamesYouLoved.com supported this thoroughly along with worldwide retrogaming community.

We were also privileged to hear first hand some of Andrew’s experience of Hewson in the 1980s at Play Expo Manchester - last October.

We heard about setting up the business and the early days, how Andrew marketed the business with investment in development rather than expensive advertising. Through the growth of gaming generally in the 80s, and Hewson with it into the years with 21st Century Entertainment. This footage provided by GamesYouLoved.com in collaboration with Hewson will help formulate the bigger story to what is an amazing narrative of gaming history - which is due to be told with the forthcoming release of the book.

Part one: Hints & Tips for Videogame Pioneers - Part 1/3 - The Birth of Hewson Consultants - - part 2 and 3 to follow:

Thursday, 20 March 2014

So You Wanna Be An Arcade Gamer?!

Emulation's What You Need 
By David Campbell



Emulation. Love it or loathe it, it is a means to an end for many a gamer.
Be it due to cost of collecting the real systems and associated paraphernalia, or be it due to restricted space, emulation is the gateway drug to a full on retro gaming habit.

Getting access to emulators for almost any retro system is a mere Google away, and once you find the rom images of your favourite game, the floodgates open.

"Oh, man, I remember that one.. and that- I used to love that one too!" is how it starts. 

Before you know it, there are external hard drives filled with every system imaginable and complete rom sets of every game, even the ones you've never heard of!

This has never been truer than in the case of MAME.

All of a sudden, these hulking machines that you loved as a kid, and never dreamed you could own - are now available to you, and are only a couple of mouse clicks away.

Getting MAME up and running is a pretty simple affair. and in no time at all, you are playing through some of your favourite games, and for a while it feels great.

But them you realise, it just doesn't feel right.

Arcade games were never played sitting in front of a keyboard. Hitting a key numerous times to fill the game with credits is not satisfying.

This unlocks something in you, and you start down one of three paths.

One - if you have the space (and the money), you might buy a couple of real arcade games. This will soon multiply and your house will soon be overrun with a multitude of cabs.

Two - you see about getting a MAME cabinet. You might save and buy a MAME cabinet from someone, maybe even buy a custom built one.

Three - and this is the most satisfying - you design and build your own MAME cabinet.

I went for the third option.

Framing Supports
Now, I realise not everyone has the skill, tools, or time to build their own cabinet. Let me start off by saying that I'm no carpenter - I can cut a pretty straight line and I'm good with wood filler :)

I spent about 6 months researching and designing my cabinet. Its not something you can do in a weekend. There are a few stages to it (if you want to do it properly), and I'd like to share my experience with y'all, in case it helps you in some way.

The first thing I did was decide on the type of cabinet I'd build. I grew up in the "golden age" of arcades, and as such I wanted my cabinet to have a traditional, old school feel to it. I wanted it to have a proper coin mechanism too, and I knew I wanted a classic style coin mech (more on that later).

Take a look at Jakobuds website (http://www.jakobud.com/plan-list.php) for some inspiration. I settled on a customised Taito style cabinet, reminiscent of most of the games from the early 80’s. You may be slightly younger, and your memories will be of Street Fighter II, Mortal Kombat, Virtua Fighter and the like. It really is up to you.

Once I knew the look of the cabinet I wanted, I started on the the part of the design that took the longest - the control panel.

Taking Shape
The only real trouble with a MAME cabinet is that it plays virtually all the arcade games you can think of. That might not sound like much of a burden, but arcade games had a plethora of unique controls to try and prise your pocket money from your sweaty palms. 

Here's just a  starter list of control types:
- Joysticks
- Trackballs
- Light Guns
- Spinners
- Rotary Sticks
- Steering Wheels
- Flight Yokes
- Twin Sticks
.. and there are a lot more besides this.

You can’t have all controls on your panel (and please don't try!), so I would recommend making a list of games you absolutely want to have in your cabinet.

List the control styles (you can check somewhere like the Arcade Museum if your memory is a little hazy - http://www.arcade-museum.com/) for each style of game, and decide what you can fit on your panel.

Control Panel Test
After much deliberation, I decided that I'd have a one player control panel, as it would only be me playing it 90% of the time. This comprises an 8 way joystick, and six buttons (more than enough to play Street Fighter etc). I knew I wanted a Trackball as I love Missile Command and Rampart. I added a second 8 way stick - not for a second player, but for games such as Smash TV, Karate Champ and Robotron.

For the icing on the cake, I also put two buttons on the side of the cabinet, which are flipper buttons for virtual pinball.

One other thing I decided on was that I wanted to be able to swap control panels, if I ever decided to make more specialist panels (driving or Ikari style, for example).

You also need to consider the monitor for your cabinet.

Purists will want a CRT, but these are hard to come by, large, and mey need repairing at some point. I put a 19" 4:3 (i.e. "square") monitor in mine, as most of the games were not widescreen back in the day.

At this point it may be worth mentioning that I use a PC to power my arcade cabinet.

However, throughout the design phase, and right up to the very end, I actualy designed the cab to run from an Xbox, Dreamcast and Playstation 2, using retail compilation discs. This allowed me to play 99% of the games I wanted to to, including light gun games (which generally need a CRT TV).

Paint it black
However, I opted for the PC in the end as it let me play 100% of the games I wanted, and then some!

There are pros and cons to the games console vs PC - its really a matter of personal choice for you.

Now, to interface real arcade controls with your computer (or console), I whole heartedly recommend what I consider to be the best interface on the market - the KADE (http://kadevice.com/). I've bought four of these beauties for various projects. They are inexpensive, straightforward to wire, and are customisable - they are USB powered, so easy to install!

Once you have your design, and I really would urge you to spend a lot of time on the design - no point building a cabinet that you don’t like or wish you had done differently- its time to actually build it.

There are many options and opinions on the best materials to use to build a cabinet. I opted for 25mm MDF for mine. Some people may be horrified at this, but its easy to work with, durable, and can take a battering!

It took me a week from start to “finish” to create my cabinet. You’ll need at a bare minimum the following tools:
  • Circular Saw
  • Jig Saw
  • Drill
  • Screwdriver
  • Hole Saw

Beta Testing
Take your time cutting the panels. Its easier to take a bit longer with no mistakes than to rush and have to fix a mistake!

Once all your panels are cut, Take the time to ensure that the base and sides are square. If they’re off at all, your cabinet will wobble and the control panel won’t fit properly.

Like I’ve said before - take your time!

Once all the parts are assembled, you need to paint it. This will take the longest time because you need to allow the paint to dry (obviously!), but you also need to do many coats to get a good finish.

I sanded the whole cabinet then wiped down with white spirit prior to priming to ensure the best surface possible.

Prime the whole cabinet with MDF primer. Don’t skip this step or scrimp by using cheap primer - MDF is like a sponge and will absorb paint, so primer it with proper primer to seal the pores and give you a good foundation.

Once your first coat of primer is dry, lightly sand it back with a medium grade sandpaper. This will allow your second coat of primer to fill any minuscule bumps (which look huge once painted!) and give you a nice finish. Wipe down the whole thing with a damp cloth and allow to dry before applying the second coat.

For me, two coats of primer was a good base. I painted my cabinet gloss black - obviously you can paint yours in any way you like. The process of painting was the same as the primer - paint, sand, wipe, paint.

I used a mini foam roller to paint my cabinet. Some people prefer brushes, but the roller gave my cabinet a nice texture that I liked - some people might not like that and prefer a totally smooth finish.

These decisions are the benefits of building your own cabinet!

Here’s a quick overall list of materials I used in my cabinet:
  • Three 8’x6’ sheets of 25mm MDF
  • one 750ml pot MDF primer
  • one 750ml pot black one coat gloss
  • one 36x36” sheet MDF for monitor cover and marquee

Hopefully this gives you an overview of building your cabinet.

There are many great resources out there, and here are a few that helped me immensely:


Have fun, and if you’ve any questions, get in touch and I’ll try to help!

Guest BLOG by GYL Fan - David Campbell

Tuesday, 14 January 2014

A Life of Gaming - Mike Rouse - Lift London

A Life of Gaming
by Mike Rouse - Studio Director at Lift London - Microsoft

1982, the first CD is sold in Japan, the first colour pictures of Venus are sent back from Vanera 13 and Time Magazine name THE COMPUTER as the man of the year. Gadgets and gizmos are starting to become common place, VHS players, Walkman, IBM PC, tape recorders, big CRT colour TVs and the video gaming revolution is in full flow. My dad has quit his job at IBM in the UK as a programmer and has moved to South Africa to work for AngloAmerica. He’s in his late 20’s and is the original gadget collector. He’s also a casual gamer, playing ASCII pinball on his IBM and an old console that had a PING PONG (Magnavox Odyssey). 

I’m five and although I play on both the IBM and Odyssey from time to time I’m not really into games,  I live in a warm country so I’m out and about on my BMX and playing with my younger brother and my friends. But its 1982, the year EA, Ultimate Play the Game (Rare) and MicroProse are formed. This is the year when Shigeru Miyamoto’s Donkey Kong Jr. is released, Q*Bert, Ms. Pac-Man, Dig Dug, Utopia (the first sim game), Joust, Robotron: 2084, Tron Arcade (released before the film), Pole Position, Zaxxon, Xevious and the fabled E.T the Extra-Terrestrial (one of the biggest failures in the history of video games) are released to gaming audiences at home and in the arcades. It’s also the year when one of the biggest film licenses in the world has its first game release, Star Wars: The Empire Strikes Back on the Intellivision and Atari 2600.

This was a must have game for my dad, so not long after the games release my dad brought home a brand new Intellivision and a copy of Star Wars. This console and game changed everything for me. The graphics were amazing and so was the sound, the console was so easy and convenient to use and it was cartridge based. Over the next five years our game collection grew, and I played as often as I was allowed to. I loved playing B-17 Bomber with the Intellivoice, Night Stalker and Lock ‘N Chase as well as a host of other games. The Intellivision formed the majority of my gaming experiences, until sometime in 1987 when our local shopping store got in 2 arcade machines. One I think was Pac-Man the other was Double Dragon. I can remember going every day after school to the store to play Double Dragon. I was hooked, consoles no longer held any appeal, I started to hang-out at the arcades and spent all my pocket money on arcade machines. I played a ton of games in the arcades and have so many favorites, allot from the 90s. One that kept me in the arcade for hours was Street Fighter II it was also the game that brought me back to consoles.

I moved back to the UK when I was 12 in 1989, still getting the majority of my gaming from the arcades. I had the NES and Master System by this point, both had great games but there was still nothing like what I could get in the arcades. Then in early 1994 I got a copy of Street Fighter II: Champion Edition for my Megadrive. Here was a game that was able to replicate my arcade experiences with the added convenience of it being in my house. I had fallen in love with consoles again. As I started to replace visits to the arcades with more hours on consoles I began looking for new and better experiences across multiple platforms and this was the beginning of my games collection.

I have a modest collection which could have been quite alot bigger if I did not sell a large portion of it in 1999 to pay for food and maybe a little drink while at University. I always kick myself as I think back to the games and consoles I sold during that period. Snatcher, Suikoden, Panasonic 3DO and all the games, original Game Boy, 100+ boxed SNES games and the list goes on. It used to be that trying to buy back these lost treasures was restricted to Ebay and a very few online retailers, but there seems to be a renaissance in classic and retro gaming. Similar to vinyl records which have seen their highest sales this year since 1997, the popularity and the distribution channels for classic and retro gaming are growing. A small number of boutique stores have sprung up and dedicated online specialists have started to appear. I love browsing through a store’s inventory of old SNES games and online specialist offer the choice and subject expertise that Ebay can’t. The revival of these bricks & mortor and online specialists have become a great source for my gaming collection.

My collection currently consists of 784 complete boxed games, 310 digital games on PSN, Live, and Steam, iOS, Nintendo eShop and Windows. I have a custom built MAME cab with coin-op, custom art work, Sanwa Bat top sticks, Ultralux lit buttons, 2.1 speakers and custom lit marquee. There’s probably a couple of thousand games on there, allot them obscure Japanese beat ‘em ups. I also have 44 consoles, everything from a 2600 to a Vectrex to a Mega CD mk1 (my favourite console) and nearly every major console released from 1990 to the very latest next gen. I have a ton of peripherals and special edition peripherals like the JogCon which came with the Ridge Racer Type 4. And I have allot gaming paraphernalia and merchandise. The collection is steadily growing, every week I get something new. Just this week I bought Rings of Power for the Megadrive. This game was Naughty Dogs first console game. My passion for gaming goes beyond my collection and my hobby, it is also my Job. I’ve been creating games for 14 years now starting off as a junior 3D artist and now as a studio director. I’ve worked for both Sony and Microsoft. Working in the games industry has allowed me build a truly unique games collection.

My collection does have the same games as most other game collections, some rarer than others but I also have truly unique games and paraphernalia. Working in games has allowed me to meet and work with my heroes. I’ve had the opportunity to meet and demo my game to
Shigeru Miyamoto who has signed my 1st run copy of The legend of Zelda for the NES. I’ve worked with and discussed the finer points of games design with Keiji Inafune co-creator of Rockman (Megaman in the west). Inafune-san was also kind enough to sign a custom piece of artwork from one of his games. I have a ton of signed games from colleagues that have worked on some classic games. Friends have donated games that were never released, some are sequels or spin offs from some of the biggest franchises in gaming history. There are the games I’ve made, TIF, The Getaway, Black Monday, Singstar, Dancestar, Wonderbook all signed by the teams and a ton of promotional and unique merchandise to go along with them. There are gold and platinum plaques for those that sold millions of copies. I co-created PlayStation Home and on the launch of the social gaming service we commissioned a special artwork plaque created by Michael Place. Michael is one of my favorite artists, I became a fan after seeing his artwork in the original WipEout on PlayStation. There are limited edition press packs, toys and figures that will never be released. I’ve not only collected but have been part of gaming history. In 2007 at E3 Sony hosted for the first time ever their conference in a virtual world, PlayStation Home. I was behind the stage with 9 massive PS3 dev kits controlling and directing the virtual show live. It was also fantastic seeing the PlayStation trophy system go live on every PS3 in the world, having created the high level direction. And now my studio is about to make gaming history again, with an original and new universe of characters and stories.


There are people I know that don’t share and don’t understand my love for games. These people won’t know the great nostalgic feeling you get from playing classic and retro games, the complete immersion of new worlds and stories games give us. Our game collections contain some of the most compelling stories every written, the most emotional music ever composed, the most thought provoking artwork ever created and amazing universes for us to visit and play in. 

As we study our anthropology there is no doubt in my mind that gaming is now a part of this. It is ingrained in popular modern culture and as it goes in popularity so will those that want to capture its past.  

A Guest Blog Review by Mike Rouse
Studio Director - Lift London
www.liftlondon.com/

Tuesday, 24 December 2013

EXCLUSIVE Bluetooth ZX SPECTRUM KICKSTARTER Interview with Elite Systems Managing Director, Steve Wilcox

So Steve - thanks for taking time out at the beginning of this exciting time with the launch of your new Kickstarter. But this isn't something new for you creating new technologies and games for the industry.

Firstly lets talk about Elite and its History....

Q. Tell us about your role at Elite - Steve from the beginning and to now?


Steve Wilcox
Well, I’m a de facto co-founder of the company, having been a Director since it’s formation on 14th August, 1984. Consequently, I’ve been involved – in some way - with every glorious (and every inglorious) moment of Elite’s 29 year history.

Q. How and why was elite founded?

Steve Wilcox.
Although I’m a co-founder, that’s really less than half of the story. The real source of Elite’s foundation was my much younger and somewhat smarter brother – Richard. In 1982/3, at the age of 14/15 he wrote – first for the Atari 400 and subsequently for the ZX Spectrum – a TV-series inspired game, featuring a helicopter. It was called ‘Blue Thunder’ and was marketed using the label ‘Richard Wilcox Software’. Our father, Brian, backed Richard’s work with full-colour, full, page advertisments in Computer & Video Games magazine, amongst others. At that time, I’d just left my one and only post-University employment to set up and independent retail outlet specialising in the sale of ZX Spectrum software and hardware. It traded as “Bowies: The ZX Spectrum Specialists”. Richard’s game needed selling into the retail channel, in those days that meant Boots, WH Smith et al. So, between serving customers in our “mom and pop” store, I doubled as Richard’s telesales team, eventually selling around 40,000 copies ohf his game. A little later, four young guys set up camp in the store room of our shop and began working on a ZX Spectrum game to follow Richard’s (and the first to be published using the label ‘Elite’). That game was called ‘Kokotoni Wilf’.


Q. What were the highlights of the 80s and gaming for you personally?

Steve Wilcox.
Those very early days, ‘83 to ’87, were a blizzard. 7 days a week. 12 hours a days. Phones. Planes. People. Products … and several million games sold. Looking back it’s hard to recall how we crammed so much in to such a short period. Half a dozen UK and European #1-selling games, Game of the Year, Software House of the Year, zero to one hundred staff.

Q. What was the process of developing and publishing games like in the 1980s?

Steve Wilcox.
A lot like developing and publishing apps today (… and absolutely nothing like publishing console games today). ‘Have an idea in the morning, be working on it in the afternoon, start marketing it the following day, have it in players’ hands the following month, (sometimes). A fantastically liberating, exciting and enjoyable way to earn a very good living, (if you were very lucky).

The Now...2013

Q. What has inspired you with this new Kickstarter?

Steve Wilcox.
The inspiration for the development of the Bluetooth ZX Spectrum device was a series of conversations with a national journalist in the Spring of 2011. At the time, the journalist was the Consumer Technology Editor for a British National Newspaper and called to talk to us about the range of original 1980s ZX Spectrum games which we’d relatively recently launched as apps for iOS devices. During the conversations he enquired whether we thought there was any possibility that the ZX Spectrum home computer might be recreated. At the time we spoke about how another 1980s home computer, the Commodore C64, had had a re-launch of sort in the form of a dedicated joystick (you can read about that device here) and that got us thinking. After talking about it in the office for a few minutes, our vision for how the ZX Spectrum could be recreated began to take shape. We called the journalist 30 minutes later and two days after, his account of our vision appeared in the article which he wrote. You can read that article, which created quite a stir at the time, here.

Q. How important was the keyboard to the ZX Spectrum - both in design and functionality?

Steve Wilcox.
I think Rick Dickinson, Industrial Designer at Sinclair Research in the 1980s and the man credited with the external look of the ZX Spectrum, best explained the importance of the keyboard to the design and functionality of the ZX Spectrum in the video which he recorded for our Kickstarter appeal. It lasts 5 or 6 minutes but is incredibly insightful. I’d recommend anyone interested in the device to watch the video.



Q Tell us about the existing games that can be played in unison with hardware?

Steve Wilcox.
Well, in the first instance and as we’ve recently confirmed, we’ll be updating the ZX Spectrum: Elite Collection / HD apps so that they’re compatible with the Bluetooth ZX Spectrum. For iOS device owners who’ve already invested in these app, that means that they’ll be able to play the 200 or so ZX Spectrum games which they may already own using the Bluetooth ZX Spectrum. Optionally, the Bluetooth ZX Spectrum can be used as a Bluetooth keyboard not only for iOS but also for Android and Windows phones and tablets (as well as for PCs and Macs). That throws up a whole host of additional possibilities.

Q Will there be any new games coming out in 2014 to working in unison with the hardware?

Steve Wilcox.That’s a great question. As you may know, we announced earlier this year that we’re working with Matthew Smith (‘Manic Miner’, ‘Jet Set Willy’ for the ZX Spectrum) on a new project. Wouldn’t it be fantastic if the launch of the Bluetooth ZX Spectrum coincided with such a project? Also, since the announcement of the Bluetooth ZX Spectrum a few days ago, we’ve been approached by developers with proposals that we work with them on the development and publication of new games for the device. It’s still very early days but there are clearly many opportunities for developers to launch new games to coincide with the launch of the Bluetooth ZX Spectrum.

Q. Have you been in contact with any 80s developers and creative pioneers from the 80s in this new project or as part of developing mobile games?

Steve Wilcox.
It’s remarkable but the answer to your question is yes. In addition to Matthew Smith, Keith Burkhill (‘Commando’, ‘Ghosts n Goblins’, ‘Space Harrier’ for the ZX Spectrum has worked with us on the ZX Spectrum: Elite Collection / HD apps for iOS devices. He’s still very local to us, in the suburbs of Birmingham. Nigel Alderton, (‘Chuckie Egg’ for the ZX Spectrum) is still in contact too. We’ve been publishing ‘Chuckie Egg’ for mobile phone for almost 10 years and will do so again for the Bluetooth ZX Spectrum.
 
Q How has the games industry changed since 1984 - the good and the bad?

Steve Wilcox.
For the good - scale an certainty. When we first became involved in the games industry in the first half of the 80s there was still much comparison with “the Skateboard business”. At that time “the Skateboard business” was seen to have risen and fallen (it hadn’t yet risen again) and in some circles there was a fear/ expectation that a games industry “built on kids who had no disposable income” was just a flash in the pan. Thankfully, that’s no longer so. I’m struggling to think of ways in which the games industry has changed for the bad. If I was forced to pick on one then I’d say that the somewhat predatory way in which some developers / publishers elicit (sometimes large chunks of) cash from the young and the vulnerable, though in-app purchases, is a step in the wrong direction. Elite has not nor will it ever be involved in such activities.

Q. What are your favourite Spectrum games with keyboard play?
Steve Wilcox. 
‘Manic Miner’.