
Last updated
4 Feb 1998

sinclair@nvg.ntnu.no
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A
Gremlin in the works
(CRASH, July 1985)

ROGER KEAN
hurtles up the A68 to visit GREMLIN GRAPHICS in Sheffield
Quietly
sitting at home one evening last summer, watching the
evening news and with computer games far from my mind,
the peace was shattered when this platform game suddenly
appeared on the screen. Startled with injured surprise
that some upstart new company should dare to feature a
new game on telly before letting CRASH know, all I caught
of the item was that it had something to do with Arthur
Scargill, flying pickets and a mole. It seemed trendily
topical - another cheap bunch jumping on the games
bandwagon with a rip-off idea timed to catch the miners'
strike? The company's name was Gremlin Graphics. In the
event CRASH wasn't missed out. We got an early Spectrum
version doctored so we would could visit an room in case
none of us were able to withstand the flying pickets or
the infamous crushers, and thus we were introduced to the
delights of Wanted: Monty Mole, and
became acquainted with Gremlin Graphics, the company that
won the 1984 CRASH Readers Award for the best platform
game - far from a rip-off. That was in July. Gremlin
Graphics has now been going for a year and it seemed time
to visit Sheffield and find out how things were going.
HOW TO GET A GREMLIN GOING
Alpha House, Carver Street is a gaunt
Victorian office block that might once have been
fashionable but now lies virtually, though tidily, empty.
The Gremlins refer to it as 'the prison', an impression
reinforced by the long, narrow corridors painted in
institution maroon and cream. Gremlin Graphics has two
rooms which for some obscure reason are situated high up
in the building and quite some way from the ancient lift
which no-one seems to use. When I spoke to Ian Stewart,
Sales and Marketing Director, about the visit he told me
to stop outside a shop called Just Micro. This turned out
to be a thriving and very busy computer shop which is
owned by Ian and his partner Kevin Norburn, the Financial
Director of Gremlin Graphics. A phone link between the
shop and the office, soon brought Ian down to greet me
and drag me away from the beeping, squawking screens that
lined three walls of the shop's interior.
The corridors of Alpha House may have
been prison-like, But once through the door and into
Gremlinland, a different atmosphere pervaded. Of the two
rooms, one is a general office, and the other, larger,
room is equipped with desks, computers and screens for
the in-house programming team. The programmers had
gathered specially for my visit (more to give a
third-degree on CRASH reviews than in my honour I
suspected - the usual reason programmers want to talk to
magazine people), and were busy falling over the
ubiquitous C5, which seems to have taken over from the
Porsche as a software house vehicle. I never did ask what
it was doing up there on the third floor.
Before founding Gremlin Graphics Ian
Stewart had already accumulated 12 years retailing
experience culminating in a group managership for Laskys,
but the itch to work for himself proved too strong and he
joined forces with Kevin Norburn to open a computer shop.
'When Kevin and myself had opened Just Micro, we always
said as soon as the shop got rolling and we found the
time and the necessary programmers, that we would like to
have our own software house.'
The shop did get rolling and the first
necessary programmers transpired in the form of Peter
Harrap and Tony Crowther. Ian and Kevin were well aware
from the start that they would have to put together a
professional team to get safely off the ground. Tony
Crowther, already well known for his Commodore programs, Son
of Blagger and Killerwatt, was
made a company director and went on to write Potty
Pigeon and Suicide Express for
Gremlin before differences on the board led to his
leaving the company.
Looking around to ensure good
distribution, Ian reckoned Geoff Brown of US Gold, who
had just started Centresoft distributors was going to be
a power and invited him to become managing director. But
it was with young Pete Harrap that Gremlin really got
going.
GOLD COAL DIGGERS
'Peter Harrap first came to us with a
complaint,' Ian recalls, 'which was that his Currah
Microspeech had blown his Spectrum up.' At the time Pete
was at university. He was into hacking and programming to
some degree and had written a program that allowed you to
redesign and rebuild the city in Quicksilva's Ant
Attack. He sent it to them, but Quicksilva
declined to use it. Over the protracted matter of Currah
getting the damaged Spectrum repaired, Pete visited Just
Micro a lot. As Ian says, 'We got to know him quite well,
and although I think he got aggravated on a number of
times, we made a friend more than anything else. We said
to him, 'well you're into programming, why don't you
spend a bit more time on it and develop a game? So we got
talking and I came up with the idea of a mole, and we
decided it would be a platform game. Pete's father is a
mine training officer, so we decided to use that and put
the game underground - a mole can go above or below
ground, which adds variety. As he was writing it the
miners' strike developed, so we introduced different
criteria into the program to tie in with the strike like
the flying pickets and the effigy of Arthur Scargill.'
It was the caricature of Scargill that
gave Ian a hook upon which to hang his launch. Eight
radio stations, national newspapers and national
television news gave the game coverage. 'It was a useful
boost, but it was a lot of hard work, it didn't just
happen - wheels within wheels to see the program got the
exposure it did. Really, from that point we've grown to
the stage we're at now.'
LOOKING BUOYANT
With so many software houses finding
themselves in a dodgy condition lately, I asked Ian what
he felt about Gremlin's position in the market after one
year.
'I see it as being very healthy. As far
as other software houses are concerned, their approach
must be to be very careful about who they deal with and
make sure their advertising expenditure is reasonable but
not too low-key. They will also have to be careful about
the quantity of games released through the year, with the
fear of damaging the sales of one product up against
another. I don't mind marketing my product against
someone else's, but not against my own. It's a waste of
advertising for one, and obviously the programmers don't
get the rewards they should do from the sales their
programs achieve.'
Ian reckons the business has got much
tougher over the past twelve months and that it is no
longer easy for people to set up a software house and
make a success of it. 'If we were starting this July
instead of last July, it would be a totally different
story. We came in at the right time with the right
product and the right marketing and it worked for us. Now
you have to have a track record, and the way you go about
presenting games to a distributor has got to be
professional. The way you market the product has got to
be sensible and you must have your programs ready well in
advance. I think we're hitting a happy situation at the
moment where we're able to backlog software so we can
release it when we want, but we propose to keep releasing
right through the summer to keep the name in the
forefront. I would like to think that Gremlin will be one
of the top five software houses by the end of the year.'
On the Spectrum there are several planned
releases kicking off with Beaver Bob (In Dam
Trouble), followed by Grumpy Gumphrey -
Supersleuth and Metabolis, and
then onto October and the pre-Christmas release of Monty
on the Run. In addition there are releases
planned for the Commodore 64, some conversions and some
originals, as well as games for the C16 and Amstrad. All
of which must be keeping Gremlin Graphics very busy, and
it seems that Ian is thumbing his nose at the traditional
summer slump.
'Obviously the sales figures that you
achieve over Christmas are double those you achieve for
the other times of the year, but I think keeping the
market buoyant for the rest of the year is very
important. I don't mind getting lower sales through the
summer - it keeps the Gremlin name prominent; and it
keeps the programmers busy - it's important for them to
be able to work twelve months of the year rather than six
and it's important for us to have revenue coming in for
twelve months of the year rather than six! I would hate
to think I was holding product back just for Christmas.'
Looking at 'the prison' there is
obviously plenty of room to expand, should they wish to.
At present Gremlin employs four full-time in-house Z80
programmers all writing for the Spectrum, Pete Harrap,
Chris Kerry, Shaun Hollingworth and Christian Urquhart. A
company called Micro Projects consisting of three
programmers write Gremlin's Commodore games and
conversions, and Ian is investigating other talent. 'I
would like to see our in-house personnel double this
year, to a maximum of ten, so that we have at least one
programmer who is competent on one of the major machines,
by which I mean Spectrum, Commodore, Amstrad and Atari.
That means we are on the look out for more programmers
and more product.'
UNSOCIAL HOURS
Although the in-house team are employed
full time, few of them work consistently at the offices,
preferring to spend some time there but more at home
working. 'Programmers tend to work rather unsocial hours
and as the time required might mean them working all day
and then into the small hours they find it easier to work
in the comfort of their own homes. But they do come into
the office at least once a week.'
With this sort of working flexibility, I
wondered whether there was any sense of 'team spirit'.
'Oh yes,' Ian replied instantly, 'each
programmer will discuss each other's work
and they'll discuss various routines that they're using.
the gameplay elements within the game and various
graphics - Peter Harrap does a number of the graphics for
other people. He has a bent towards designing graphics
and he's very quick. The bulk of the ideas for games come
from the Gremlin office', Ian continued, 'we have brain
bashing sessions, sit down and discuss the types of
program we would like to put out I'm the culprit as far
as the characters go. What tends to happen is that
general ideas are thrown about and then the programmer
goes away and draws up a plan of the way the program
could work. Then we discuss that again before the
programming starts, so we end up with a sort of
storyboard. It works very well. because you can identify
the areas that you could make within the program or the
improvements you can make before it actually gets
started. There's nothing worse. and it has happened to
us, to be halfway through a program and find that it's
not going to work. If you had sat down and spent a little
more time at the outset you would have identified all the
problems and saved a lot more time. I refuse to continue
with something that I may not be happy with at the end.'
Before moving into the
programming room to have a look at the new games coming
along, I asked Ian, thinking of Monty on the Run,
whether he thought platform games were a played out
genre. 'Oh no. definitely not. Hopefully with Monty
on the Run you'll see a different element enter
platform gameplay. We have introduced some further
exciting elements which I think the public will like. We
see it as a great improvement on Wanted: Monty
Mole and I think it will get a bigger
following.'
Is he irritated when other
companies try to jump on the success bandwagon of Monty
Mole, or. as Software Projects has suggested,
that platform games like Monty Mole are
jumping on the success bandwagon of Jet Set Willy
and Manic Miner?
'Artic's Mutant
Monty was a direct hype of a number of games. We
didn't feel inclined to do anything about the fact that
they had used 'Monty' and were obviously hyping off the
success of Monty Mole. As to Manic
Miner and Jet Set Willy, Miner
2049er was the first, and as to whether the
people that originated that program feel the same as
Software Projects, I don't know. I see no reason to
diminish our own glory when they've had such a nice
success with both programs, and they are both very good
programs. Perhaps it's a case of being a little bit
jealous, I don't know, maybe Monty Mole's
better.'
One thing for certain is
that Monty on the Run is very much
better than Wanted: Monty Mole. The mean
elements of the first game have been made even meaner in
the second. As Ian comments, 'That is Pete Harrap's sheer
bloody-mindedness. If people thought the first Monty was
bloody-minded, they'd better look at the next one! He's
done some very funny things on it.'
CHRIS KERRY
Chris is the baby
of the team at 18 (19 in December), but of the
team he has the longest list of credits to his
name. He wrote his first game at 16. It was
called Gremlins and no one
wanted it. Computers first cropped up on the
second year computer course at school, but failed
to catch his interest. Then in the third year he
joined a computer group. 'We just used to mess
about, but I became interested in how they
actually worked. Then the ZX81 came on the market
and I got me sister to buy me one, and I learned
to program machine code on that. When the
Spectrum came out I got one and spent a year
trying to figure out how to do the screen because
it's got a right weird way of storing things. In
the end, I really learnt to program by listening
to other people and by reading magazines.'
After writing a Galaxian
type game, Chris turned out Jack and the
Beanstalk which Thor accepted and
released. 'It wasn't very good. but you learn
from your mistakes. The screen pictures were
good, but the graphic movement was terrible!'
Chris wrote two
more followups to JATBS, Giant's
Revenge and The House that Jack
Built. All these games featured heavily
and brightly coloured backgrounds which
distinguished them from almost every other
program on the market. It was a trademark he kept
when he moved over to Gremlin Graphics and
produced the second Monty game, Monty is
Innocent.

Chris is now
finishing off Metabolis, which
is a departure graphically for him. The way the
character is used in the game is quite comical,
and there are what Ian Stewart calls 'some nice,
silly little touches to it.' You play one of the
last human beings free of the evil influence of
aliens that have taken over the planet and are
turning people into monsters. You haven't
entirely escape the effects of their plans,
however, being a bird with a still-human brain.
It is a giant, colourful maze, full of hazards of
course, through which you just guide your birdman
until discovering the potion that returns you to
a human form. Having once again become human, you
still possess the abilities of a bird, so
you can fly as well as walk. One of the nice
little touches is the reference to infamous
Gremlin crushers, but these do not kill you
outright - they just flatten you for a while. Metabolis
looks like being the most unusual program Chris
Kerry has written.
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SHAUN HOLLINGWORTH
At 28, Shaun is the oldest of the
bunch. His introduction to computers came through
his previous job as a chief video technician for
a certain TV rental company. 'I had to know a lot
about digital logic circuitry,' says this softly
spoken native of Sheffield, 'so we were taught
about microprocessors long before computers took
off. I knew all about ANDing and ORing, so it
didn't come terribly difficult.'
Shaun came to Gremlin Graphics
through Just Micro as well, buying games for his
Spectrum, but a friend who works in the shop had
also worked with Ian Stewart at Laskys, so they
got to know each other. The first job was Potty
Pigeon on the Spectrum. 'It wasn't
really a conversion, everyone says it was a
conversion, but it wasn't. We thought we couldn't
really do the scrolling screen on the Spectrum
like we did on the Commodore, so we thought we
would extend the story a little bit. It was the
first full length games program I'd ever done,
and of course, I had a lot of things to learn,
and I think if I'd done it now I could have made
a far better job of it.'
Shaun's technical background
stands him in good stead when it comes to some of
the team's programming problems, and he is
responsible for the disc system they use with the
Spectrums. 'We had to convert all the programs
which meant breaking down the code used by the
assemblers to get the disc system to run - we had
that much trouble with microdrives it were
unbelievable.'
Since he is more inclined to the
technical side of programming, I asked whether he
considered the programming or the games design
more important. 'The game definitely. I wake up
in the morning thinking, how am I going to do
this next bit, but not from a program point of
view - from the final effect, to get the game to
a standard whereby people will really enjoy it
when they play it.'
For his project, Grumpy
Gumphrey - Supersleuth, Shaun has
developed a masking technique for the moving
characters so that they appear to pass behind
objects. This type of thing takes a lot of
testing to get it right. 'When you write a
routine for a certain part of a program you must
test it to the full before going on to the next
one, because otherwise if a bug crops up you can
be in right trouble. What's more, one part of a
program can interact with another part and you
can end up with such a mess you don't know where
you are.'
Some programmers use the
technique of writing all the algorithms for a
program and then slot in the graphics right at
the end, but Shaun prefers to design and fit in
graphics as he goes along. 'The sprites aren't as
important but on the screens you've got to know
where things are. Like the lift buttons in Supersleuth
- if we wanted them, say, in a square instead of
a line, we'd have to rewrite part of the program
to make that happen because the program has to
know where the buttons are for it to work.'
Shaun's next project is a 3D
version of a platform game, 'like Monty
Mole in 3D, but probably not Monty
Mole.' Meanwhile he is busy finishing Supersleuth,
not the first ever program to be set in a
Department Store (Herbert's Dummy Run),
but certainly one of the most frenetic. Grumpy
Gumphrey is a store detective at (not
surprisingly) Mole Brothers, an establishment
with many departments on four floors. A central
feature is the lift which may be directed to the
desired floor by pressing the appropriate button.
The lift is actually a 'room'
which stands still while the floors whizz past.
Shop lifters are abroad and it is Gumphrey's
principal task to apprehend them. If he makes a
wrong decision about who it is, then a warning
letter is issued and after three it's the
curtains dept. for Gumphrey.
The frenzy sets in, however, not
because of thieves but because of all the other
jobs Gumphrey has to do. These include taking the
manager his 10.30 cup of tea, recapturing
gorillas escaped from the pet department,
clearing ducks and bugs out of the food hall,
finding lost babies (Herbert perhaps?), fixing
the lift when it breaks down, emptying the
flooded boiler room, putting out fires in waste
paper baskets and so on. All these jobs need
specific tools which may be in obvious places or
not at all - or they may have been stolen by shop
lifters! No wonder Gumphrey is grumpy at times.
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PETER HARRAP
When asked his age, Peter replied
somewhat uncertainly, 'Ooh, er, 20'. The son of a
mining training officer, Peter studied at
Sheffield University and was doing quite well
until a Currah Microspeech unit decided to
destroy his Spectrum and thus plunged him into a
life of games designing. Like so many other young
programmers, Pete started with 'a little ZX81'
and then skipped a big ZX81 by selling some
camera equipment to buy a Spectrum. He taught
himself machine code programming on the 81 and
'basically transferred that to the Spectrum'.
Until meeting Ian Stewart and
Kevin Norburn in Just Micro, Pete used to do some
hacking and design programs to alter existing
games. His city redesigner for Ant Attack
was sent back because Quicksilva told him they
were already developing something themselves;
although this never appeared, Zombie
Zombie did allow the player to rebuild
and change the city.
Peter Harrap hit the headlines
(literally) with his first game, the CRASH
Readers Award winner, Wanted: Monty Mole.
A wicked sense of humour was apparent in the
game, and it is this angle that is most
noticeable in the follow up. Apart from
programming entire games, Pete is responsible for
many of the Spectrum graphics in other Gremlin
games, he has designed the main character in Beaver
Bob, for instance. This led to some
ribald comments on Bob's suggestive style of
walking - the irrepressible Harrap humour
sometimes verges on the - well, naughty.

Monty on the Run
is the true successor to Wanted: Monty
Mole. Like it's forerunner, it is a
platform game with many and varied elements.
Perhaps the most significant is the fact that
Monty can now somersault rather than just jump.
When asked whether the Commodore game Impossible
Mission might have been a (forgive the
pun) springboard, Pete just smiled.
The story, as we know, so far:
Monty Mole, suffering from a shortage of coal
owing to the miners' strike, enters a mine to
steal some. After many misadventures he meets
Arthur Scargill and is sent to prison for theft.
His friend, Sam Stoat has a go at rescuing him,
but fails in the attempt, so Monty is left to
complete his sentence. With time on his hands he
takes to the prison gymnasium and becomes super
fit, learning to somersault in the process. He
gets out of gaol and tries to flee to Brazil.
This is where the action of Monty on the
Run takes place, as he boards a ship and
tries to escape to France. Money is of the
essence, and fortunately there are gold
sovereigns to be collected, but in order for the
ship to sail, Monty has to perform several tasks,
all of which require the right tool for the job.
On top of that there are hosts of malcontents
trying to stop him.
The 'orrible 'arrap has
programmed in numerous devious traps, some of
which are so mind-bogglingly cruel it's
mind-boggling. There are lifts with nasty habits,
teleport beams which are only safe if they are a
certain colour and some of which can deposit you
in a lethal situation. Objects to be collected
are placed in almost impossible positions, and
often, after hours of trying to reach them, they
turn out to be useless or, worse still,
positively dangerous. This is not a game for the
squeamish! Peter, who is quietly spoken, tends to
a calmness that is belied by the mischievous
delight he takes in setting the hapless player up
for a pratfall. But I've no doubt that thousands
will be queuing up for a custard pie in the face
by October when Monty on the Run
is released.
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CHRISTIAN URQUHART
Christian, now 19, moved to
Manchester to join Ocean, and then onto Sheffield
with Gremlin Graphics. His first program, Transversion,
was a fast grid game which Ocean marketed.
Afterwards he became an Ocean in-house programmer
and worked on Hunchback, Cavelon
and Daley Thompson's Decathlon.
Since joining Gremlin, Christian has been working
on Beaver Bob in Dam Trouble,
which was the subject of a loading screen
competition run in CRASH.
CRASH readers who visited two of
ZX Microfairs last year, will probably remember
seeing Christian on the CRASH stand, holding
court with gamesters wanting to know how to win
at Hunchback, and having a
programmers' battle with David Shea (Quicksilva -
Frenzy and Snowman,
who now works at Mikro-Gen).
Beaver Bob in Dam Trouble
is described by Ian as a game for the slightly
younger player, which isn't to say that it's
easy. Above the surface of the river, stands a
wooden hut with several floors. This platform
section of the game sees Beaver Bob collecting
dynamite. Below the surface of the river are the
beaver's two dams, and a secret hideaway where he
keeps food and is able to take a breath. The
river is infested with crocodiles which not only
eat beavers but also steal dam logs. The object
is to replace the stolen logs to keep the level
of the reservoir up, whilst avoiding crocodiles,
schools of piranha and hunting scuba divers.
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