Playing
a Rare game
(The Games Machine,
March 1988)

Articles and Interview by Roger
Kean and Nik Wild,
Photographs by Cameron Pound (with thanks to Tim's
Hasselblad)
Ultimate Play The Game is probably the
most famous label in the annals of British computer
games. For over three years this mysterious company held
absolute sway over the Spectrum charts, and then abruptly
retreated and vanished, almost without trace. What
happened to them? Was their elusiveness a media ploy?
Timely questions, for the people behind Ultimate are
about to rise spectacularly from their self-made ashes
like phoenixes, and they chose to talk to THE GAMES
MACHINE about their past and their resurrection.
GETTING A FOOT IN THE DOOR
During 1984 and 1985 Ultimate Play The
Game, the trading name of Ashby Computers and Graphics,
was the most sought after interview. Computer magazine
journalists and editors clamoured over the phone, and
even hammered at the front door, for that all-important
exclusive interview. But the harder everyone tried, the
more adamant Ultimate became about its press silence. The
nearest anyone got to a foot in the door was CRASH.
The magazine found some favour with Ultimate's nearly
invisible owners, they ran several competitions and even
promised an interview - but always only after the next
game was completed, and somehow the interview never
seemed to happen. Now, for the first time we can reveal
some of the past secrets and, more importantly, provide
an insight to the future - and the future looks like the
Nintendo.
When, in the summer of 1983, two new
Spectrum games called Jetpac and Pssst
appeared quietly in the shops, it took only a few weeks
for the name of Ultimate (Play The Game) to become a
household software word. The packaging boast "arcade
quality graphics" was certainly nearest to being the
truth for any game of the time considering the Spectrum's
display limitations; and the amount of gameplay and sheer
fun to be had from either game was all the more
astonishing for the fact that they were each packed into
only 16K of memory.
Between 1983 and 1986 Ultimate had an
unbroken chain of 14 Spectrum hit games, whose average
overall rating (of those rated by CRASH) totalled 93%,
making Ultimate the most successful software house of all
time. During 1985 they turned, with less success, to the
Commodore 64 market, releasing six games, the first two
of which were massive hits. With Sabre Wulf,
probably Ultimate's bestselling game, Spectrum sales
alone, they claim, went over the 350,000 mark - almost
unheard of, and certainly besting the officially claimed
250,000 all-formats best-seller, Activision's Ghostbusters.
FILMATION
Very little was known about Ultimate.
Unlike other software houses, the company never took
stands at exhibitions (there was one early exception),
never gave interviews and generally avoided any form of
magazine coverage. It was frustrating to the numerous
fans, and yet, magically, Ultimate avoided the opprobrium
normally attached to stand-offish organisations in the
entertainment field. It was as though the games really
did speak for themselves. Each one was eagerly awaited,
any delay resulted in magazines being flooded with
complaining letters as though the editors could do
something about the situation. When rumours circulated,
originating from an all-too-rare (and all-too-sparse)
press release, that Knight Lore was to feature an
entirely new three-dimensional concept with superb
animation called Filmation, anxious readers' letters ran
riot.
And Knight Lore was revolutionary.
It heralded a new genre, the forced perspective (or
isometric) 3-D arcade adventure game; which, as one CRASH
reader claimed, became the second most cloned piece of
software after Word Star.
Ultimate ignored the other major home
micro, the Commodore 64 until the very end of 1984, when
to high expectations, adverts announcing Staff Of
Karnath appeared. With a greater graphical capability
at their disposal, Ultimate made a feast for the eye in
an arcade adventure where 3-D really played a part. In
mid-1985 they followed up with Entombed (a Gold
Medal in ZZAP!64).
ONCE-GREAT
By the end of 1985 there were indications
that the magic might be waning. Support failed first on
the 64. The four games following Entombed bombed
critically. Because they had always supported the
Spectrum, and perhaps also because of the aura of
veritable hero-worship that surrounded Ultimate, the
company's profile remained good with Spectrum games until
well into 1986. Something had gone, though; the flair
seemed missing, had the originality ossified? we
wondered, and letters kept sadly referring to the
"once-great software house".
It was always a matter of professional
speculation as to how long Ultimate could keep their
supreme position and continue producing original games
that would go straight to the top of the sales charts.
Envy had been there from the start when, in early 1984,
staff at Imagine, while condescendingly admitting the
qualities of Jetpac, Pssst, Cookie
and Tranz-Am, still felt stung enough to emphasise
how much better their games were - reiterating that
Ultimate scored because theirs were like arcade games,
not deep enough to hold interest for long. Atic Atac
may have been one in the eye for that accusation, but
nevertheless, detractors almost eagerly awaited
Ultimate's downfall.
Unlike other successful companies of the
time, in keeping with its tradition of reclusiveness,
Ultimate never advertised for programmers, it never
joined forces with other software houses in associations
like GOSH (Guild Of Software Houses) and never became
part of the 1986 merger wars, although there were
well-founded rumours at one point that British Telecom,
in the guise of Firebird, had bought Ultimate. In fact
Ultimate licensed two of its Spectrum hits, Sabrewulf
and Underwurlde to Firebird for Commodore 64
conversions.
Then there was a rumour that Ocean had
bought the company, and finally a confirmed notion that
in fact it was US Gold that had won out. Nevertheless,
the terms of the sale were obscured, Ultimate games
continued to appear, though to less and less acclaim and
people wondered what had really happened. A clue, had
anyone been able to penetrate the mists of corporate
obscurantism, lay before all: the small, typically
mysterious, concept and coding credit for some of the
later titles - Rare Ltd.
RARE LTD
Ashby Computers and Graphics Ltd - the
famous ACG of keys and amulets - based in the
Leicestershire town of Ashby-de-la-Zouch - was wholly
owned by one family: two brothers, Chris and Tim Stamper,
and Tim's wife Carole. With one or two other programmers
- or software engineers as they prefer to style
themselves - this was the entire of Ultimate. At least
all this was known to the enquiring public, so was the
fact that the two brothers had started in the business as
designers of real-life arcade machine programs - an
exotic enough occupation in those heady early days, and
considering just how many British-made arcade coinops
there have ever been, still a past to be reckoned with.
Two years ago, the Stampers formed Rare Ltd, sold off a
minority interest of Ultimate to US Gold, moved from
Ashby to the nearby village of Twycross, stopped
programming Spectrum games, went to ground, and to all
intents and purposes, disappeared. The following
interview, recorded on a windy and gloomy December 17
[1988], goes a long way towards explaining what happened
and why.
Twycross is a tiny Midlands village
perched on the borders of Leicestershire and
Warwickshire. Its main claim to fame is its reasonably
well-known Zoo. Sitting on the western edge of the
village is.a large Queen Anne-period mansion, part of
Manor Farm. This is the home of Rare Ltd, protected by
rambling outbuildings, barns and numerous - and very
noisy - cockerels and chickens. It is an elegant, though
rather dilapidated building, gradually being repaired by
the Stampers. Its calm, very English country exterior
belies the power of the technology within. The ground
floor is a mixture of furnished, decorated and bare,
untouched stone rooms. One of the first made habitable
was the board room, where most of the interview took
place, dominated by a row of clocks on the wall showing
the different times in Japan and America - an indication
of the Stampers' new market areas.
Tim Stamper, who looks after the graphics
and was responsible for all the wonderful Ultimate
packaging illustrations and on-screen images, is 26,
fair-haired and more the business spokesman for the firm,
although both brothers appear to be in complete accord
about their direction. Chris Stamper, smaller, a bit
quieter and darker-haired, is 29. He concentrates more on
coding. But, as you might imagine from their arcade
machine background, what illuminates their operation, is
the intimate working knowledge of the hardware they use.
Very little within the Rare building is as it came from
the manufacturer, even the modest Amstrad PCs have been
given vitamins. At this, the first interview the Stampers
have ever given, there were many questions burning to be
asked, but I started with the most obvious: why did
Ultimate disappear about a year and a half ago? Perched
on the edge of the massive desk, Tim thought for a moment
and then offered a correction.
"I think for us, as the main
development team, possibly two years ago was the time. It
wasn't really conducive to company expansion to carry on
producing on the Spectrum unless we went along the budget
route..."
The way his voice trailed off was
sufficiently eloquent to need no further explanation. But
surely this underlined the constant fear that everyone
had had that Ultimate could not keep up their run of
successes for much longer. I wondered about some of the
later, and more disappointing, games like Bubbler
and Cyberun, and asked Tim when were they
developed? "It must have been 18 months ago."
Chris agreed with him - at least that
they were "really not really our involvement, they
were developed by Ultimate engineers, trained and still
functioning, but we concentrated two years ago on the
Japanese markets and said, "Ultimate, if you're
developing on the Spectrum, carry on doing that" -
we're still the majority shareholders in Ultimate, so we
still take an active interest in the company."
The last one we developed as a
team," added Chris, "was Gunfright. That
was the last one that Tim and myself did. Everyone was
copying our Knight Lore concept, so we thought
we'd do one as well - and get a little bit of the
action!"
The Spectrum games were mostly huge hits,
but there seemed to be some reluctance to get in on the
Commodore 64. Did they never feel like working for the
64?
We were interested in producing original
games," answered Tim promptly, "and people
wanted us to produce original product, so work for the 64
was really a job for somebody else. We could only have
produced one type a year if we did all the conversions
ourselves."
But there was always a feeling that
Ultimate never felt much like getting to grips with the
64, a supposition partly borne out by Chris: " I
never got to know it that much. You tend to focus on one
area, and I think I was a Z80 programmer to start off
with, and so I adopted the Spectrum. I had no trouble
with 6502 or anything like that - the Nintendo 6502 - but
I was working on the Spectrum and there were other people
doing the 64."
COPING WITH AD MANAGERS
The mention of other people working for
them prompted me to ask how many employees Rare has. Tim
told me 13. "That's not including freelance teams.
The company's fairly small. Most of the people here are
development. We don't have any advertising people
fortunately! Because we don't need to advertise."
They advertised quite a bit in the old
days, though, and I couldn't resist asking if it had been
a bother having to cope with the mags bugging them to
book space. Chris laughed wryly: "It was a colossal
problem, that was!"
But Tim was less adamant: "It wasn't
so much of a problem when we decided which magazines we
were going to advertise in. It wasn't worth advertising
in a magazine if you didn't get any return, otherwise
you're just funding the magazine. Which is good for the
magazine, but after all, it's not what we're here for. I
think Newsfield were always good for us, that's why we
contacted you now."
"We never got on with a few of the
other magazines," said Chris.
Ultimate hardly ever talked to anyone,
though. Was there ever a conscious policy to be hidden
away and mysterious; was it seen as good PR?
"No it wasn't," said Tim
firmly, "that's the way it turned out. We were so
busy, having only three or four development staff
in-house, and having to produce a few products a year,
and making sure they were right. I think while we were
full-time Ultimate, we only had two Christmas mornings
off, that's how hard it was. We worked, as we do here
now, seven days a week, eight till one or two in the morning
(whenever the last engineer leaves!). But the rewards are
there, and everyone's really prepared to knuckle down to
get the rewards, like you've seen out there," -
pointing in the general direction of the parked
Lamborghini with "T 19" registration (right)
- "that's one of the rewards available, and if you
want that you have to work to get it. I don't feel it's
any good having engineers who only work nine to five
because you get a nine-to-five game, you need real
input."
PLENTY OF FANS
So no time for interviews. Most computer
journalists at some time or other must remember the
famous "Mr Stamper is in a meeting, he will call you
back (next century)" telephone answer. But if they
weren't present for the press, they were never there for
the public either. Except for one very early computer
show, had they ever been present at any exhibitions?
"Oh yeah, we have, " said Tim,
laughingly. "We attend most of them anonymously! It
was nice to be able to keep a low profile because
otherwise you couldn't wander round watching the
reactions of people playing particular products; which
again is important. I think you get a true reaction if
people think you're just one of the purchasers."
But in spite of the low profile, Ultimate
provoked tremendous response from fans, and as Tim
pointed out, their cavalier attitude towards computer
journos did not extend to the purchasers of their games.
"We had 50 or 60 letters a day, and it needed
someone fully employed just to deal with this letter
problem we had.
I think we had an opportunity, though, to
capitalise on the sort of fan club Ultimate created - so
many people wanted more information on Ultimate, and
sweatshirts and caps and that, and we could have said -
because Ultimate was Ultimate Play The Game products-
"If you liked Ultimate: buy the games, buy the
sweatshirts". So I think we could have expanded like
some companies did, with a large fan club and giveaways
and posters to buy, but in fact we gave them all away. If
anyone asked us for a sweatshirt or a cap we said, well
you can have it - or posters. We were just interested in
seeing the software out there and getting fair reviews.
GETTING FAIR REVIEWS
Yes the "mysterious" Ultimate
thing was because we hadn't got the people to do
it," Tim went on. "I think we were fairly
inexperienced then in running a company - we certainly
knew how to produce software, I think we were more
experienced in that than anyone else, and that's what we
could do, so that's what we did. I was contacted by so
many magazine people and reporters that we just had a
list of people I wanted to speak to from the magazines
and software houses - I always spoke to CRASH, but
never to many of the other magazines. I think CRASH
worked, they always gave us fair reviews; and some of the
other magazines we didn't advertise with - which was
another problem with the industry, and I'm sure it's
still there now - if we didn't advertise, the product got
a bad review. I think that's a really crazy way for it to
be, but that's how it was. I was actually told by a few
other companies that they thought the problem existed as
well, but there was nothing tangible. So we steered clear
of speaking to anyone, and if they liked the product
great, and if they didn't then I wasn't bothered, because
if the sales were there it meant people were buying
it."
Ultimate never indulged in exclusives -
the method whereby a software house grants a particular
magazine early sight of a new game in return for benefits
such a cover illustration, or a prominent article on the
grounds that the magazine is the only one to have the
latest news. The Stampers never sent out review copies
until the game was due in the shops thus ensuring fair
treatment for all. Organising it was a problem though,
and the headaches were Tim's . . .
"I had to make sure the copies hit
all the magazines exactly the same day. And with new
releases - with a distributor - if they knew they were
the first one, they would be up at six in the morning and
on the phones to the other distributors and jumping their
accounts... I hated that situation. And the day a product
was released the phone would just be red hot. It was
really bad."
"I prefer it here without those
sorts of pressures," added Chris. "The
atmosphere for development we have in this place is
excellent. It's a nice rural setting with chickens all
over. It's a farmhouse and we want to keep it that way
because it gives you something to refresh yourself. It's
good for development rather than stuck in the middle of
some suburb or city centre."
THE PRICE SHOCK
After a run of six games priced £5.50, Sabrewulf
was something of a shock when it appeared costing £9.95.
I asked Tim whether he thought they were taking rather a
gamble on their undoubted popularity at the time by
almost doubling the cost of their games.
"We were having a severe problem
with the number of (illegal) copies. And I think it was a
bold step we took. The price of stuff was was gradually
creeping up - Imagine set the price at £5.50, without a
doubt - and it was gradually creeping up, and I thought
we might go the whole way and put the product out at a
price which was realistic for the time involved in
creating it. £5.50 was a little low. Perhaps we could
have sold more, but we were trying to create an incentive
for the person who paid £9.95 to say, "Hey you're
not copying my game" - I mean, alright, they may
have traded it for X number of pounds, but at least they
said if you want it you buy it. And that was successful
because we still kept the number one position for quite a
while, and it didn't make any difference to sales.
"I think they were still good
products for the time... I think possibly Knight Lore
was ahead of its time, and in looking back at the market
now, there doesn't seem to be any vast improvement in the
two years since we left it. I don't know whether we could
have made any more of an improvement."
THE KNIGHT LORE SHOCK
The more I talked to the Stampers about
their past, present and future, the more struck I became
by their extraordinary, calm planning. But never more so
than by what I was about to hear next; and this example
indicates only too clearly the kind of long-term view
they take, and took and explains better than anything
else the fact that Ultimate's "demise" was no
random accident of fate as we may all have imagined.
Yes, few people would argue that Knight
Lore was ahead of its time, but in fact it was more
ahead than anyone at the time ever dreamed. It was Tim
who quietly dropped the bombshell that turned history
upside-down:
"Knight Lore was finished
before Sabrewulf. But we decided then that the
market wasn't ready for it. Because if we released Knight
Lore and Alien 8 - which was already half
finished - we wouldn't have sold Sabrewulf. So we
released Sabrewulf which was a colossal success,
and then released the other two.
"There was a little bit of careful
planning in there. They could have had Knight Lore
possibly the year earlier, but we just had to sit on it
because everyone else was so far behind."
In fact this startling piece of
information fits well into Tim and Chris Stamper's basic
philosophy about creation and marketing. I rapidly
gathered that while they rate the level of British talent
very highly, they hold a much lesser view of the
corporate software houses when it comes to seeing the big
picture. Tim again: "There are a few really good
companies out there - Jeff Minter, we would have loved to
have had him with us, he has a lot of talent - but it
always seems to be misdirected. You occasionally see a
really amazing game for the time and you think, Christ,
it kills the games after; and if they had had a little
careful planning they would have avoided that. It's bad
for the industry.
"Games should be developed and be
released at the correct time. And again, some games have
been really good and were released too early and people
haven't been able to appreciate them; or released too
late and it's already been done. So I think careful
planning there would sort that out."
Chris cited the example of Elite
(not the original BBC version), a game he rated very
highly, as being one that actually might have killed off
Firebird games sales after its release, because it raised
expectations, and when nothing could match it for ages
people felt let down.
"But that's how it is," Tim
said pragmatically. "I think there's enough UK
talent to rule the world on the arcade and home computer
market, but it's not being really well directed.
Hopefully we can solve a little bit of that, but there
again, we're not that strong in UK. Very few people know
we're here, very few people know what we're doing. And
I'd just like to make people aware of the fact of the
very large market out there and they can take advantage
of it through us."
TURNING TO JAPAN
Which brings us very neatly to what the
Stampers have been doing in what has seemed to the rest
of the world to be a sabbatical. But far from it, and
again, it rests on a piece of information, staggering in
its implications, casually dropped into the interview. It
also makes very clear why Ultimate was to change
direction so radically. All I asked was what machines
they were now so busy programming for.
"Mainly the Nintendo. We had a
Nintendo four years ago." I stopped Tim to question
my hearing. Four years ago? Around the time they were
conceiving Lunar Jetman and Atic Atac!? The
first time I heard anything much about the Japanese
wonder-machine was shortly before the 1986 PCW Show. But
Tim confirmed the date, then added: "Well, Rare Ltd
is already competing with the big names in Japan, Konami,
Nintendo, Sega and Taito.
"When we got the machine, that was
the beginning of Rare. We knew a market was going to boom
in Japan and America and we set Rare up to handle that.
Obviously we didn't want to give too much away because we
needed time to develop our associations - which
fortunately we managed to do - before everyone really
became aware of it.
"We managed to get just about all
the software available for it, and we're still receiving
software now. And the machine, for the price it was
available in Japan then, had colossal potential - we
looked at this and we looked at the Spectrum - and then
the Spectrum was hot stuff, but this was incredible. So
we spent possibly eight months finding everything out
about this system - its custom chips, and it takes a fair
bit of work - we managed to do that and then started to
write on the machine."
Chris added: "There was no
information on the Nintendo at all, but because of our
previous arcade experience we had hardware knowledge of
the arcade boards, and so a very shrewd idea of what that
machine was. That enabled us to produce the first
product, and were able to make a presentation to
Nintendo, and they said, "Okay, you can do
it"... "
"..."And here's the information
you already found out!"," quipped Tim,
laughingly. "It was a sort of introduction process.
We had to show Nintendo that we had the capability before
they could give us the rights to go ahead and produce for
their system."
I said I had heard that Nintendo are
notably very finicky about their marketing deals for
third-party software, a point Tim considered very
understandable: "They're a very big company. The
majority of companies like Konami, Taito, construct a
deal with Nintendo to produce a product for Nintendo to
market it. But they are limited to the titles they can
produce a year. We license product to Nintendo, and we
are not limited to the number of titles. So that's why we
are going to take advantage of the situation that we've
got now, that we can produce an unlimited amount on that
system, which no-one else has got at all. In fact we've
licensed more product this year than any other company.
So we're very proud. And I think it's an affluent
market."
It sounds it; with some 10 million
machines in Japan, and 15 million worldwide, Rare enjoys
sales of its licensed product there far higher than their
highest ever British figures for Ultimate games.To date
there are four original products on cartridge and two
others just written for an outside party which will be
shown at the CES in January. In addition, another eight
are in development.
"We actually act, I suppose,"
Tim added, "as Nintendo's development team. If they
feel they are lacking a product on a machine, they tell
us, we develop it, and so we are sure of licensing
product to them."
So far, releases in Britain that THE
GAMES MACHINE has seen have not resulted in much
above average confidence. Have they been very impressed
with the British Nintendo cartridge releases to date?
"No," said Chris. "I think
Nintendo are so busy in the States, and I feel as soon as
they resolve that problem the UK will receive the support
it deserves. And when that happens Nintendo will take a
much higher place. I think they're just so incredibly
busy. It's going to be a banner year."
Certainly, looking at some of the games
Rare has just finished, it is going to be a great year
for them. At about this point in the interview, we were
beginning to get onto their real reason for granting it.
OF CARTRIDGES AND COIN-OPS
Having decided, several years back, that
the Stampers' Ultimate had probably gone as far with the
Spectrum as it was possible for them to go, and having
receded quietly into the background to devote time to
mastering the Nintendo system and producing their first
games for it, they have now arrived at a point when,
ironically, they could do with some publicity. Why?
"I think there are a lot of UK
companies that are beginning to look overseas, and to
look at machines which are not available in UK,"
Chris began to explain. "We did that two years ago.
And it puts us in a very unusual situation. We have four
freelance teams who are really trying to take advantage
of the situations we developed. There is not another
company in the UK that has the opportunities that we do
at this stage, basically because it all takes time and
we're two years ahead."
And it is that talent capable of ruling
the world on the arcade and home computer market that the
Stamper brothers are thinking of, they want to extend
their advantageous position in the world market to other
programmers - software engineers and it was Chris who
came out with the bald statement.
"It's so easy just to focus on your
own little world and never look outside. Well we're out
there, we've put in a lot of effort, we've made a lot of
- not sacrifices - but not the best business deals just
to gain a relationship, and I think now we're in a
position to take advantage of that and we would like as
many people as possible to come to Rare and see what we
can offer."
So you're actually saying you would like
to start a recruiting programme?
"You're here to start it!" said
Tim brightly. Chris expanded further:
"That's right. We try to get as many
good engineers as possible - we're certainly looking for
freelance teams. We've just finished designing our own
arcade hardware, and, for the right team, we would be
able to provide the hardware for them and then give them
the opportunity to write for the coinop market. That
would certainly be a worthwhile gamble for any competent
team to have a go at, because if.they can get a product
in at the top, and if it takes well in the arcades, it's
going to filter down through Nintendo and all the other
associated products. If you start only half way up the
ladder, then there's only one way it's going to go
afterwards and that's down. And it's very hard to get it
converted up."
Tim had the last word on this subject,
when he said: "I'm pleased about the direction Rare
is taking, because 100 percent of the revenue received by
Rare comes from overseas, and I think that's good for UK
and it's good for the image of British software in the
world. I wish more people would take the incentive and do
exactly the same as we did."
TRAVEL AND THE JAPANESE STYLE
With all the work they do for Nintendo, I
wondered whether they have to travel a lot. Are they in
Japan every other weekend?
"No," said Tim, "not
Japan, usually to the States. We do most of our dealings
with Japan through the States. We have an associated
company called Rare Coin-It. The Coin-It companies are
mainly arcade and ours is an exclusive arrangement and
that gives us a base in the States. Plus the fact that
most of the big Japanese companies have built offices in
the States, and they speak the same language as us, and
the food's better!"
Traditionally coin-op themes have
travelled from Japan, often via America, to arrive in
Britain. It has hardly ever happened the other way round.
Is that because British games are not suited to the
Japanese or even American, mind? And if there is a
difference, how have they at Rare overcome the problem?
Chris: "I think when we look at British games now we
can understand the difficulties that UK companies will
face trying to get into the market, because there a
difference in style and there a difference in what makes
a good game for the US and Japan. And I think we
understand now what that difference is. Our success rate
proves it - that and the fact that we have licensed
cartridge games.
"When we first started in the arcade
market quite some time ago, we found we were very good at
producing games which did very well in the UK and that
was it."
Tim took up the story: "It seems
that Japanese games sell very well in America and
American games sell well in Japan, and in England, but
English games don't do well in America and they don't do
well in Japan. It's taken us a few years just to find out
why. Even Japanese and American conversions wouldn't sell
well in America because they're converted to suit the
English taste. There's a big difference, and obviously
English teams have not discovered what the difference
is."
"We must realise that the Japanese
produce the number one games and they always have
done," Chris went on. "I find it surprising
that with all the talent in the UK, it isn't British
companies producing the number one arcade games and then
everyone in the world following that. Because Britain's
got the best talent without a doubt. This country's very
conducive to that - it's cold, it's damp and everyone's
sitting indoors programming - we should be producing the
number one games, and it's not happening. Rare is the
only company beginning to get somewhere towards
that."
And as Tim pointed out, it is only
through examining Japanese-made games and then putting
the theory into practice through their painstakingly
built contacts that they have reached the point they
have.
"Throughout our arcade career, we
must have licensed 16 or 17 products to Japan, and every
time they've asked for more, and after doing so many you
think, I know exactly what they want now, and then you
can produce games that you know will suit their taste.
It's taken a long time to do it, and indeed we're trying
to train all of our engineers to realise the
difference."
But paradoxically, Tim and Chris believe
Japanese tastes in game themes follow the British. Tim:
"The Japanese market's possibly two years behind UK.
It's easy to look at UK trends and see what the trends
will be in Japan. They've just had a really really big
arcade adventure type. I think they're possibly just
getting on to the sports aspect now, which is where we
were at a while ago."
THE SYSTEM OF THE FUTURE?
Turning from the orient to western
concerns, I asked whether we would be seeing any Rare
games for the 16-bit computers, and promptly ran up
against the Stampers' scepticism of catering for a market
whose sales do not yet run into the hundreds of
thousands.
When we find a machine that sells
extremely well to warrant us producing on it," said
Tim, "then we'll produce for it. If a 16-bit machine
is going to sell about three or four million, you can be
sure we'll be out there with products for it. But if it
sells 250,000, I don't think any 16-bit owner is going to
buy two of one product, so the maximum you can sell, if
you reach 100 percent of users, is 250,000." He
shrugged eloquently: "When we've got over 10 million
Nintendo units in Japan . . . "
So no Ultimate-style Rare games for the
Amiga and Atari ST?
"We do have those machines around,
but we do focus on the Japanese machines, mainly because
of the number that are out there," Chris replied.
And Tim went on to explain that, rather like the problem
encountered with converting Spectrum to Commodore 64,
they would need to train people to do the 16-bit
conversions in-house. "If we didn't handle the
conversion ourselves, I'm sure it would turn out
differently. I think if we can train enough people to
produce for us, rather than license another company
outside to produce, we should get somewhere there - if
the machine sales are really good. But I think you see
conversions of our products on certain machines.
"The trouble with most of those
machines is that they have got incredible graphics and
sound, but the processor is just ticking over - you can't
do anything really stunning with it."
Chris agreed: "I'm surprised that we
haven't seen any incredible games on the 16-bit machines.
But a game's so slow with disk option, terribly slow and
boring. That's one of the major advantages of Nintendo,
you just bang in a cartridge, and if you don't want it,
you bang in another. You can play through 60 games in a
few minutes! And the cartridge sizes on the Nintendo now
are quite colossal, there are two megabyte games. It's a
fair-size game. And the price of memory is coming down
all the time, especially just the silicon chip. I think
it's the system of the future."
PAST AND FUTURE
Tim and Chris Stamper have always planned
for their future. They refuse to get stuck in any ruts,
and wholeheartedly refuse to be merely what people expect
of them. And indeed, they were unexpectedly generous and
patient - considering their press reputation - but they
clearly do not tolerate fools easily. They have resisted
the temptation be be drawn into the razzamatazz of public
shows, and yet have been unfailingly helpful to members
of the public who, having got the Ultimate phone number,
rang up in the old days, usually receiving a T-shirt,
sweatshirt or cap for their trouble.
In short, they've been successful, so I
asked Chris whether there had ever been any regrets.
After a short hesitation he replied: "I think the
thing we regretted the most was not doing Atic Atac II
when we did number one. We should have done that because
it was so well accepted and it sold so well, and for some
reason we didn't and I don't understand why."
In retrospect it seems a harmless enough
sorrow to bear, and one suspects there are probably
numerous other problems they have suffered which are just
forgotten in the onward rush. Rare doesn't strike as
being an express train of ideas on the verge of being out
of control, but rather a streamlined sports car in the
hands of a capable and determined driver with his eyes on
the road ahead.
Outside, there is a vast barn in good
repair. It is the next stage of development and will be
refitted with studio gantry lighting. In its spacious
interior, the Stampers intend to build what might well be
the world's first computer graphic film studio. They
believe that with silicon technology as it is, with the
ever decreasing cost of memory and flat cathode ray TV
screens, real movies done by computers are just around
their corner.
The past is the platform from which they
build, but not a temple to their success to be enshrined.
Of the many ways in which Rare differs from other
software houses I have visited, one of the most striking
was the lack of old artwork, framed, and hanging on the
office walls. When I commented on this, Tim Stamper
replied typically.
"When you've spent five to six
months developing a game, you've really seen enough of
it. You fulfil your aim and then you go onto the next
product. I think our best product is yet to come. I
probably haven't even got a full set of Ultimate games
here. They just disappear! Anyway, we're all looking to
the future for what we can produce, and that's where the
excitement lies for us. It's not worth looking back. I'd
like to hang pictures of games we will produce on the
walls."
RARENGINEERING
The programming - or engineering - area
is on the first floor of the large Rare headquarters. The
first room is Tim Stamper's graphics office, equipped
with several computers, two large drawing boards - one
bearing a giant game logo being prepared in expanded
pixel form with a title we are not allowed to mention - a
video area with studio lights to help with digitising
complex three-dimensional shapes and a closed rack
containing all the past, famous Ultimate packaging
illustrations.
It was in Tim's graphics area that
Cameron photographed screens of three of the games Rare
has already finished for Japan, one as long as two years
ago. For some 40 minutes he crouched under a long black
shroud stretching from camera to monitor (intended to
keep stray light off the screen) while Chris knelt in
front of the set ducking his head out of the camera's
way, playing the games.
Along a corridor there are several rooms
off: a general office, the play room - equipped with much
coin-op cabinet paraphernalia - the music room and a
string of further software development areas.
The main development room, large and
airy, has desks, computers and monitors around the edge
where the software engineers all work. Different types of
Nintendo machines lie everywhere as well as stacks of
cartridges, cards and Nintendo disks. As we arrived, a
new package of games had just been delivered from Japan
as well as Rare's first PC Engine - the latest machine in
the range and all the rage in the homeland. The package
was ripped open and its contents eagerly loaded. Rare
also receives several of the Japanese Nintendo magazines,
and despite the indecipherable Japanese pictographic
script, these appeared to be as much in demand as either CRASH
or THE GAMES MACHINE.
In talking to several of the engineers, a
strange thought occurred. While they are obviously aware
of the British software scene around them, it is as
though they see it through a dark glass. I was often
asked questions about the latest games in the manner of
interested people from the Moon - they'd heard about
them, possibly even seen and played them, but knew
nothing much about how they were doing. Rare is like a
time capsule, its people on a nodding acquaintance with
their neighbours, but their eyes all fixed on a distant
goal no-one around them can see. When I asked Tim if he
had any contact with other software houses, he said:
"Yes, a lot of contact with the Japanese." But
what about British software companies? "Zero,"
was the short reply, "I don't think they even know
who we are."
In this sense, there is no doubt that the
Stampers are training their people to think Japanese. It
doesn't seem to be such a big difference when you look at
the games themselves, but it is undoubtedly a very
crucial difference, and one on which most of Rare Ltd's
resources are being gambled.
COIN-OPS FOR ALL
The development room is dominated by a
veritable tower block of stacked plastic component boxes,
full of chips, capacitors, mini-PCBs and other electronic
oddments - a reminder that this company has a vested
interest in developing hardware as well as software. In
the room next door, we were showed their proud
achievement of 18 months of hard work - the new coin-op
arcade board, working on this day for our benefit.
Named - they always have a name - the
Razz Board, and based around the Z80 processor with a lot
of hardware assist, it is extraordinarily fast. They had
set up a running demo consisting 33 large, full-colour
knights bouncing around the screen so fast you could
hardly make. out the individual shapes. But these were
not simply moving sprites. Each shape, as it passed
behind another, was being cleared and redrawn. We were
told the board was moving 1,300,000 bytes around per
second.
"That is an intelligent drawing up
of characters," Chris said, "which most
machines - like the Amiga - say, "Oh, they can do a
million". But that's just a dumb fill, and this is
actually 64 colours in full separation. I think it will
enable us to start competing with the big Japanese and
American coin-slot companies now. The first time we've
been in this position to go up against them, and I feel
we have a piece of hardware that will allow us to do
that. I think it's going to knock spots off Mastertronic
and the Amiga coin system. I mean, this is redrawing this
every 50th of a second."
The Razz Board is available to anyone who
wants to go into writing games for the coin-op industry.
Rare provides the board/hardware, graphics and sound
utilities. And the sound quality is intended to be very
powerful, too. Using Yamaha synth chips, there are 14
available voices altogether, with three of them being top
of the range quality. Prototypes should be ready any day
now, and as Tim told me, they have had a bit of interest
in the board from other British companies.
"Companies that would like a piece of hardware like
this but can't devote 18 months to develop it. I mean
it's cost a fortune to develop but as you see it's all
fully working."
"Then there's the graphics editor.
It's our own software image editor. It's rather an
unusual method which we've patented, and I'm sure an
awful lot of arcade companies will want to use it because
it's so memory-efficient, and we can move such a large
amount of memory around quickly."
People with a desire and matching ability
to design coin-op games should probably be getting in
touch with Rare right now.
Ultimate Softography:
- Cookie (Spectrum) - 1983 *
- Jet Pac (Spectrum) - 1983 *
- Pssst (Spectrum) - 1983 *
- Tranz Am (Spectrum) - 1983 *
- Atic Atac (Spectrum) - 1984
- Lunar Jetman (Spectrum) - 1984
- Sabre Wulf (Spectrum, C64) - 1984
- Staff of Karnath (C64) - 1984
- Knight Lore (Spectrum) - 1985
- Underwurlde (Spectrum, C64) - 1985
- Entombed (C64) - 1985
- Alien 8 (Spectrum) - 1985
- Cyberun (Spectrum) - 1986
- Gunfright (Spectrum) - 1986
- Bubbler (Spectrum) - 1987 (pub. US Gold)
- Martianoids (Spectrum) - 1987 (pub. US Gold)
* Also released on Interface 2 ROM cartridges
|