Showing posts with label spectrum. Show all posts
Showing posts with label spectrum. Show all posts

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’.




Thursday, 19 December 2013

A gaming Christmas - Part two of two - 1990s and beyond

A Gaming Christmas - continued - By David Campbell

Christmas 1991
I was on the sofa, opening my pile of gifts, scrutinising each one (I was older now, and appreciated how much things cost). I had received a few videos, and there was another video shaped box hiding under a soft parcel (which was a jumper, if I remember correctly). I opened it, and it was a game called “Sonic the Hedgehog”. I felt terrible. My folks had obviously spent time looking for something I’d like (they aren’t gamers), and this was just out, so had probably been recommended. My mum could see my face, and knew that something was amiss.
“What’s wrong – have you got that one?”, she asked
“No.. its.. er.. well.. it’s great.. it’s just..”
I didn’t want to upset her and my dad, as I knew they had spent a lot of money on it.
“It’s just – I’ve got an Amstrad, and this is for a Sega Mega Drive”, I sheepishly replied.
“Oh.”
I felt awful.
“You’d best have this, then”, my mum said, a huge smile on her face.
It was a Sega Mega Drive. I had been duped!

Even though I was 15, I was jumping around like I was 5 again. My eyes hungrily scanned the box, trying to take in all the things this could do. I hadn’t even hinted at a Mega Drive as I knew how expensive they were.
“Oh – Santa’s obviously missed these too..” my mum said.
She handed me two more parcels- by now, I was thinking this was some kind of magic chair – which turned out to be Streets of Rage, and Mega Games. Not only did I have a brand new console, I had 5 brand new games to play on it too!
I think I came out of my room twice in the two weeks we had off school that year!
Back to the Future
I’m now 38 years of age, and last year my folks bought me a Sega Saturn with 15 games! I’ve spoken to my mum about these memories many times, and in later years found out that she got excited at the prospect of me being excited by these consoles that she had no idea about.
My parents bought me all my favourite consoles over the years, and created some fantastic memories. Memories that I can share with other gamers, who have had similar experiences and can relate.
I guess the whole point of this article is that getting excited about games and consoles, especially at Christmas, never leaves you. Once bitten by the bug, it’s ever present. You can’t help yourself.
What’s Santa bringing you this year?
Merry Christmas!

A great Christmas BLOG by David Campbell

Read Part 1 to this part 2 here:
http://gamesyouloved.blogspot.co.uk/2013/12/im-dreaming-of-gaming-christmas-twas.html

Friday, 1 November 2013

Evolution of an Arcade Junkie - Part one of two

By David Campbell

I was born in Scotland, in 1975. Some people may think that makes me old, but 1975 was a great year to be born. Let me explain why.

Portobello Beach Arcade - Edinburgh
Video gaming was in its infancy. There were a few primitive games out there, but the explosion of fast paced, vibrant games that made you forget where you were was still to come. Most younger people probably cannot comprehend what a magical time this was.
If you ask a teenager today what the first console game they ever played was, I would bet that the vast majority of them wouldn’t be able to tell you. 

Now, that may be because home video games are commonplace now, and part of everyday life. Back when I was a kid, however, home video games consisted of variants of Pong, generously labelled as “Sports” games. Sure, Atari and a few other companies would change all that, but arcades.. nothing could rival an arcade experience.

The sights, the sounds, the colourful images, the transition as your eyes adjusted from normal outside life to the darkened digital sanctuary, revealing the delights within. That moment where you scan the arcade, looking for your favourite game, or maybe a new game.. deciding which coin slot would earn the right to your hard earned pocket money.

I remember the first arcade game I ever played. It was at Haggerston Castle holiday park in Northumberland. On our first explorative walk around the camp site, my mum, dad and I discovered a large white building, with what appeared to be a TV sitting outside on a large box. As we approached, we noticed a steering wheel

I ran forward, curious and excited by this neon coloured delight. I deliriously pushed the pedal, rocked the wheel, moved the  gear lever up and down. My mum examined this strange beast, and did something that changed my life forever. She gave me 10p to put in the machine. It was Atari’s “Night Driver”. It was the stand up version, with a black and white screen. Rudimentary would be a generous description of the graphics, but to my four year old overloaded brain, I was there - I was in a car, racing along at breakneck speed, in the dead of night. I crashed lots. I got another 10p.. and my addiction was born.

Onto the 80s

My arcade addiction grew almost in parallel with the exponential explosion of the arcade industry after my experience with Night Driver in 1979.

We used to visit Portobello beach in Edinburgh for a treat day. I would make a beeline for the arcades, which were now plentiful. New games seemed to turn up every time I visited.

By 1983, we were in what has now become known as the “Golden Age” of the arcade.  Classics such as Asteroids and Space Invaders which people had swarmed around had grown into full colour, polyphonic coin swallowers. Pac-Man, Joust, Defender, Robotron, Galaxian, Donkey Kong, Gorf, Pole Position and Spy Hunter were the regulars in most arcades. Vast rooms filled with the sonic and visual cacophony of coins rattling, buttons being thumped, teaser sounds, laser blasts, explosions, jingles; “noise” to our parents, but a delightful symphony to my young ears. 

1983 would also be the year that created a fusion of two things that have defined me - video games and Star Wars. Atari released the seminal game of the film and allowed youngsters to fulfill their fantasies across the globe. Stepping into the large cockpit for the first time; settling on the gloss black wooden bench, hands gently cradling the flight yoke of the X-Wing... the anticipation was incredible. Putting the coin in the slot, almost in slow motion; it was sensory overload. To hear the Star Wars them pumped into the speakers, the crawling text, then BOOM! you are part of the Rebel Alliance, and you are flying an X-Wing in space. Obi Wan provides encouragement as your ship swoops and swerves, shields dropping with each TIE Fighter hit, then you nosedive straight into the Death Star trench. Get those Photon torpedoes on target, and you are rewarded with shards of the destroyed space station flying across the screen.

You emerge slowly from that cockpit, and it takes you a few seconds to realise you aren’t in space, but in an arcade. You look back at what you've just experienced. The game may only have lasted a few moments, but the smile on your face and the memories you’ve just created will last an awful lot longer.

David Campbell's story continues soon....


Sunday, 28 July 2013

Operation Wolf - a true story - By Andy Pryer

In 1987 I was ten years old and already a seasoned gamer. Not only had I cut my teeth on the rubbery 48k spectrum, but I’d also upgraded to the breathtakingly powerful 128k +2 model too. Several of my friends who put brain before heart had C64s (controversial!) and if I didn't already have my Amiga, I’d have already earned my wings on my friend’s machine by now.

One summer, we holidayed in Dawlish and took an apartment directly opposite a large Amusement Arcade. Each morning I was awakened by an an electronic Speak & Spell type voice loudly and repeatedly exclaiming ‘PLACE YOUR BETS NOW PLEASE!’ followed a simple monotone ditty attempting to attract punters to a mechanical horse racing game. The sound is deeply engrained on my brain as the background ambiance of pure and carefree pleasure.

Whatever we got up to during the day, we’d invariably gravitate to the arcade in the evening as there was little else on offer. As I patrolled the arcade interior, waiting for my mother to deplete her generous supply of 2p pieces on the ‘tuppenny waterfall’, I regarded the rows Jamma cabinets with an unimpressed air. ‘Joystick and buttons? Do me a favour, I have that in my bedroom!’ I wasn’t about to be suckered into parting with my hard earned coin playing a game I could play at home, regardless of the marginally better graphics. A veteran like me had seen it all before. (What I wouldn’t give for an evening in that arcade and a wheelbarrow of 10p pieces now though.)

‘But wait a second... now there’s something I don’t have at home’... Introducing Operation Wolf: the game you play with a goddamn GUN! Not a wussy bright pink, plasticy approximation of a gun, but a black, chunky, gratifying, throbbing, death-dealing Uzi. I’d seen that gun on TV! It’s a real gun!

The attract mode was an enormous tease: Commando with Arnie had came out a couple of years before and the scene of him preparing for battle was - I’ll be kind and say ‘homaged’ here with some nicely detailed graphics and oh-so serious music. Unlike many of the games around at the time, this one had a particularly sober and mature feel, which, when combined with the deep bass generated by the cabinet, gave it real gravitas and demanded attention.

Unlike the namby-pamby kids of today, boys of the 80’s were encouraged to play with toy guns, fight in the dirt and watch programs in which large men were routinely punched square in their faces. The chance to dish out some hot-lead was the realisation of all my childhood playground games. I just couldn’t get my cash into the machine fast enough.

The machine acknowledged the drop of the currency with a satisfying chime and as I caressed the weapon, finger itching on the trigger, I eagerly awaited some targets.

The cut-scenes were blessedly short, giving only the briefest exposition: We’re here to rescue some hostages. Who cares? Bring on the badies.
First play and the gun was so gratifying to use I became drunk with power and exhibiting a thousand yard stare, I hose down everything in sight with white hot lead, unleashing mayhem on those poor schmucks who never know what hit ‘em. I expend all my ammo too quickly and I’m captured - doomed to a short life covered in lice and starving. I was even treated to an glimpse of my future self; pale, gaunt and weakened by dysentery. The shame! I should have saved at least one bullet!

Having purged from my system the urge to loose off all my rounds as quickly as possible, I have another attempt. This time, marksmanship is the order of the day and it pays off in spades. Not only is it more satisfying to place individual shots with surgical precision, making one feel like a true professional and the right man for this job, but on the occasions when the enemy squadies obligingly line up, it’s immensely gratifying to mow them down with a short, controlled burst. The heft of the gun and the impact of the bullets is palpable and for the moments you’re contained within the game you’re convinced that your wielding real power. Windows shatter, bushes twitch as the rounds tear through their delicate leaves and missed shot kick up clods of dirt - even cockerels aren't safe from your wrath, as blasting their indestructible bodies yields essential supplies. And for those pesky helicopters and trucks which are a drain on resources to deal with conventionally, there's the handy grenade launcher which makes short work of them as long as you use the grenades sparingly. To cap it all, the action is punctuated by little incidental sound cues, a nice touch which really helps to give it the action movie feel.

Some care is required to protect the non-combatants who stray into the line of fire. There’s a skinny chav who runs unpredictably through the mayhem panic strickenly screaming, a pair of stretcher bearing nurses who I assume must be twins with some vital mental link since if you shoot one they both die with a dismayed ‘NO!’. In the later stages there are the hostages to avoid, snuff them and even if you do make it home Mr Prez won’t be throwing you any parties, the hundreds of enemies of the state dead by your hand will count for nothing if you come home alone.

It wasn’t long before I’d burned through my meager supply of 10p pieces and my eyes had become dry from not blinking. As I reluctantly turned away from the machine, I found I’d drawn a small crowd of spectators, mostly bored middle aged men, none of whom had the cojones to step up for some trigger-time for fear of looking foolish. I must admit to being rather pleased with my performance.

That evening back at the apartment, I must have been very tiresome indeed. I was so excited by my discovery that I insisted to recounting my adventure in every detail, listing the various nuances, features and enemy types in the game. It must have been very tedious for my parents, but at least they knew how to keep me occupied in the evenings now, I couldn’t wait to get back to the Arcade. Over the following week, I honed my skill further and became pretty accomplished, although the cash always gave out before I could get to the end.

Once I got home again and the balmy summer evenings of the holiday gave way to more mundane routine all I had were the various home system ports. The game was available for all the home platforms, but I only really had access to two, neither of which impressed me greatly. Without the gun there was just something missing.

The spectrum version was just an insult to the greatness of it’s arcade heritage. For one thing it took ages to load - even for a spectrum game. I seem to remember timing at it a patience-testing 15 mins! How can it possibly take that long to load 128k? The payoff for the loading ordeal left much to be desired. Gone were the vivid colours of the arcade which were replaced by monochrome graphics. There was also a complete lack of animation of the sprites an the constant and annoying beeps and chimes masquerading as sound effects were pretty annoying. I don’t think it was even light gun compatible, at least my gun didn't work with it.

The Amiga version faired little better despite the graphics, which were as faithful as they could have been. The music could have been handled much better and is a little too cheery in places, although some of the arcade original’s samples made it. As for the game itself however there are more enemies to     shoot at, which doesn’t sound bad like a bad thing, but it just means you simply hold the fire button and move the mouse around, which detracts enormously from the sensation of being a professional picking his shots. It also causes a constant cacophony of noise. Gone are the subtleties of the sound design present in the arcade version. The mouse control method is an improvement of the keyboard but can’t make up of the lack of a gun. Completing this game is a simple test of endurance rather than skill, a challenge which can be made easier simply by turning the volume down.

Andy Pryer in full Operation Wolf mode!

Another great Blog story by Andy Pryer

READ the GamesYouLoved Review of Operation Wolf - the Arcade.
Click here www.gamesyouloved.com/game-genre/video-arcade/arcade/operation-wolf/