From Bedrooms To Billions: Synopsis and Review

From_Bedrooms_to_Billions_movie_posterCreated by Anthony and Nicola Caulfield 2014

This synopsis and review will highlight the key points from each section of the film followed by my own opinion at the end. If you are in education, this film alongside this synopsis could help you plan a lesson on the history of computing developement or gaming. Enjoy!

The Jist:

From Bedrooms to Billions is a documentary film that was funded using crowdfunding donations from the retro gaming and computing industry after pitches to television broadcasters were unsuccessful. The documentary tells the story of how the UK ignited the first roots of what is now a billion dollar, international entreatment industry. It also charts the changes in computing, programming and gaming from the 1970’s through to the present day, and how the industry itself has changed as a result.

The Emergence of Gaming:

  • The advent of the microprocessor was seen as the advent of the ‘nerd in an anorak’. The thought that coding could be used to make video games was a second thought for hobbyist developers.
  • The release of the ZX81 with a book to support coding and the BASIC programming language allowed people to experiment and change the controls. There were family, cultural and educational implications.
  • The early era was crucially hobbyist. There was little money to be made and most people enjoyed connecting coding practices with a working model on screen. There were magazines developed that gave sample code that could then be modified and debugged. There was a fascination with cause and effect. Early gaming came from this fascination.
  • Advances in memory and colours meant that gaming was achievable but not considered a money making platform. Initially schools would use coding to swap educational games. The advent of the Arcade era changed the perception of gaming. It became a social platform and a commodity that could be paid for. Hobbyists would attempt to recreate, expand and develop arcade games at home.

The Home Computer Age:

  • The Sinclair Spectrum was one of the first mass created home platform units that was affordable and obtainable. It had a sophisticated 48k+ memory with better sound, graphics and the ability to save and load via cassette tapes.
  • Hobbyists began to rally in to teams to collate the skills required not just to program the games they wanted to make, but to also make them aesthetically pleasing through good design.
  • Sinclair himself had said that there would soon be a computer in every home which would allow a gaming lifestyle.
  • The government ran a scheme with the BBC Micro computer to allow every school to have a computer. It was a very accessible system with the ethos very much of ‘learn as you do’. There was the ability to produce graphics to even greater capacity.
  • The Commodore 64 was released as a rival to the Sinclair Spectrum with enhanced memory, sound and scrolling. Developers soon found layering shortcuts and other ‘hacking’ means to really push the boundaries of the technology. Now teams needed a game ‘musician’ as games were beginning to have their own rudimentary soundtracks. The Commodore had similar capabilities of commercial synthesisers of the day.

Early 80’s Boom:

  • By the early 80’s the hobby was now becoming a business that could be run, very literally, from your own bedroom. This was an emerging industry and so there were no hard and fast rules about how the market should work.
  • By 1982 there was a boom in the home mail order game. As games existed on cassette tapes, they could easily be coded and then copied and distributed via advertising in catalogues and magazines or directly through shows and expos.
  • The cash generated could be used to create larger business models. Hobbyists could band together and open dedicated independent retail shops with front facing staff. This led to the trend of stocking a game ready for sale rather than taking and distributing orders.
  • Local indie shops became hubs for social groups where people could swap games and share their interest. Eventually talent could be scouted from here and then could be employed by publishers for game distribution by multiple programmers.

Retail and Developers:

  • Large retailers such as Boots and WH Smith saw the popularity of games as entertainment and began speaking to publishers about selling the games and stocking them in stores at wholesale level.
  • By 1983-4 the mail order service was now redundant. Large companies were being formed to collate, distribute, organise and represent including all promotion, advertising, artwork and royalties to developers working under their umbrella.
  • 1984-5 saw the erosion of the hobbyist era by larger corporations. Companies who couldn’t keep up on their own often merged to pool connections and ideas for keeping up with aesthetic branding and advertising. However these people were still practically inventing the industry and would often dodge bailiffs and lawyers.
  • Games became more polished with good graphics and more appealing characters (Jet Pac, Night Lore, Attic Attack). Rivals would send each other samples to show off what they had been able to get out of a machine.
  • The new leap for publishers was to acquire the rights to develop the official game for a movie. This would involve seeing the script in advance and then liaising with the studio to create a game play vision of the corresponding film. ‘Robocop’ was the first million selling video game as a result.

Gaming Journalism:

  • Games were now getting their own magazines dedicated to reviews. Initially they were reviewed by general journalists and did not appeal to the gaming community.
  • Crash‘ was created for users by users. The editor would employ kids from the indie shops to review games for his publication. It became an icon of trusted review material as much as its covers.
  • Personal Computer Games‘ was another gaming magazine with multiplatform content. Later after this magazine ceased publication, some of the writers went on to create ‘Zzap! 64‘ and employing writers after scouting at gaming tournaments.
  • ‘Zzap!64’ was considered a magazine with a “hardcore gamer ego” and this was reflected in the reviews which they wrote. They also showcased new releases which made them very influential.
  • Magazines would have review wars, computer system rivalry and reverence for the programmer behind a publisher. They interviewed many programmers who acquired a celebrity status. This in turn funded more magazine sales, which funded game sales and so the cycle went on.

The Bubble Bursts:

  • B y the end of the 1980s there was an huge gaming industry in the UK. At this time there was the release of the Amiga and the Atari ST range. The new 16 bit machines made for higher quality games and therefore increased development teams and overheads.
  • The process of creating games became longer and more formalised. The need for a coordinated, team effort sounded the death knell for the bedroom coder. Money and overheads rocketed in order to create the games as quickly as consumers wanted them. There was a loss of creativity and freedom due to the costs at stake.
  • USA/Japan were seeing the evolution of gaming with teams such as EA. They were investing in larger teams whereas the UK based publishers couldn’t afford to. Smaller teams and individual developers began to go bankrupt.
  • The Amiga/Atari were building to the PC gaming age, however the PC was not yet affordable for the majority of consumers. In the interim, the UK was hit with the consoles coming in from the USA and Japan.
  • There was a sudden and marked change as the transition began to NES/SNES/Mega Drive/Master System etc. Some companies attempted to choose to get licenses from Nintendo or Sega. They were very expensive as were the overheads of developing the cartridges and then pay the up front fees without knowing if the costs would be recuperated. Huge numbers of smaller developers were instantly frozen out of the console market.
  • The industry in the UK began to stall. The lack of innovation and originality deterred would be, home grown developers. The margins with money were so huge that publishers would not take risks. There was a huge “brain drain” as UK talent went abroad to seek work.
  • In 1993-4 Sony showcased the Playstation and the 3D capabilities it provided using a dinosaur. It was a complex system with a large outlay for the development kits and then 1-2 years development cycles for games.
  • Where there was money, it was well invested with less risk because the CD format could be produced as demand arose. However there were still huge development costs still prevented the majority from being a part of it. The corporate industry exploded and the UK companies all but imploded.

The Future:

  • Where an early Playstation game could cost $500,000 to create and market, a game today can cost $100 million on development alone. Game releases are now huge events.
  • The gaming entertainment industry is a rival to music and film. Films are now made about games rather than just games about films. The demand for realism is huge and consumer expectations are extremely high.
  • Many gaming industry roles are now specialised and there is specialisation in the market by each publisher.
  • The era of gaming is coming full circle with the indie game creator who can make games for a variety of platforms, including mobile, from their own bedroom. The ‘Next Gen Report‘ helped to put computer science back on the National Curriculum so that the UK gaming industry can be nurtured and home grown again.
  • Gaming is considered a viable educational platform for learning. The games industry itself can be studied alongside specialist roles in the industry and business management.
  • The future aim is for UK talent to be able to succeed at home.

My Review and Thoughts:

This documentary film was a very enjoyable and informative watch. It certainly generated a lot of nostalgia for me as a child of the 80’s and would do even more so for those of the 70’s and 60’s too. I felt that the interviews were informative and amusing and there was a lot to see of the old consoles. As someone who doesn’t remember the very origins of the home computer, seeing the developers alongside/actually playing their creations would have linked up things a little better for me. This is however personal preference.

It was pleasant seeing the range of filming locations and not penthouse suites and expensive development centres which I fear would have been the case if this had been a documentary about the US gaming industry. It was very modest without being self pitying about the eventual demise of the UK industry. It was good to see the developers at expo’s generating enthusiasm for the younger generation and also being involved with the ‘Next Gen Report‘ which came out when I myself was leading an old style ICT department in a school. The look in to how the UK industry was trying to find its feet again was great, especially when you were THAT teacher who had to teach THAT package of software to kids who really did not want to be word processing when they could be using Minecraft!

I did find some of the music a little loud compared to the voice audio which meant a lot of ups and downs on the remote. This could just be me being a deaf old fart but it was a tad difficult in any case. I also couldn’t find any subtitles on the streamed version I was watching on Netflix which exacerbated the deaf old fart-ness!

I would say this is a staple watch for any retro gamer with memories of gaming any time from the 1970’s onwards. It is interesting too if you are interested in the gaming industry and how it has evolved in to how it works today, or indeed a teacher who is finding an interesting point of study for your class. Do let me know if this has been useful to you in the comments section.

All content credit summarised using ‘From Bedrooms to Billions’ documentary 2014. Please view their website at www.frombedroomstobillions.com

From Bedrooms To Billions: Synopsis and Review

Blaster From The Past: Star Wars Games of the 80s

Star Wars was one of THE cinematic franchises of the 1980’s. With the advent of home gaming as well as the popularity of arcade gaming, Star Wars very quickly made the jump to various game format. This article will chart the games released during this decade and their reception by the gaming community. The year indicated in each case is the year of initial release, however the date may vary across platforms.

Star Wars: The Empire Strikes Back (1982)

Cover art for Atari release
Cover art for Atari release

 

Set on the planet Hoth, this side scrolling shooter has you battling AT-AT walkers to delay the destruction of the Rebel base. The player takes the role of Luke Skywalker in a speeder. It included several levels of difficulty both in terms of the resilience of the AT-AT’s and the weaponry and speed of them. The walkers could be destroyed by shooting and indicated the level of remaining resilience by means of a colour change. The player can occasionally get a ‘Force’ power which makes the speeder temporarily invulnerable.

The game was generally well received – the graphics and sound were praised. However the fact that you could never ‘win’ (the base was destroyed or you were) disgruntled many critics.

 

 

Star Wars: Jedi Arena (1983)

1983 SW JA
Atari cover art showing the scene that the game is based upon

 

This very simple overhead shooter is all about using the paddle to control your Lightsaber during a bit of training (think Luke and the shooter in Episode IV). You have to deflect laser blasts from the opposing player controlling the seeker (computer or player 2) and not allow your shield to be destroyed. There are 4 difficulty parameters regarding the speed or visibility of the seeker. You have up to 3 direct hits before the shield is broken and you lose. The screen is very simple with a red Jedi at the top and a blue at the bottom. The shield has three layers so that you know where you stand against your opponent.

The game was received well, however it was very simple and a format that was used before. The game is very simple but is colourful and has the ‘multiplayer’ dimension which is attractive for the social players.

 

 

Star Wars (1983)

1983 SW Arcade
Flyer detailing the two types of arcade unit

 

Arcade gaming was big in the 1980’s and Star Wars Arcade machines were no exception to this. This particular game arrived in arcades first and was then ported to no less than 16 different console platforms. The player is in the role of Luke in his X-fighter during the final battle of Episode IV (attack on the Death Star). There are several fighting phases which then culminate in trying to fire the torpedo in to the exhaust port of the Death Star. The game then repeats with an increased difficulty.

The arcade version samples sounds from the movie using original actor voices as did some of the later ports to home console and computer. The game was exceptionally well received and continues to rank among the top arcade games of all time.

 

 

Star Wars: Return of the Jedi – Death Star Battle (1983)

1983 SW ROTJ DSB
Cover art for the Spectrum cassette case

 

In this release, you are piloting the Millennium Falcon during the attempted destruction of the second Death Star in the skies above Endor. The game consists of two stages – firstly destroying TIE-Fighters in the wait for the shield to drop on the Death Star. Secondly, the onslaught on the Death Star begins with destroying the reactor and then surviving the explosion. Success leads to the game beginning again at a greater level of difficulty.

The reception to the game was cool. It was labelled unimaginative by some and lacking excitement. The graphics were also good in places and not in others which gave a lack of consistency to the quality of the experience.

 

 

 

 

Star Wars: Return of the Jedi (1984)

1984 sw rotj
Arcade flyer artwork

This arcade upgrade  for the original Star Wars machine or original unit had a slightly different graphics presentation. The game was, again, broken in to a number of stages from across the film that take place on Endor and also in space. In this release you get to ride a speeder bike as well as the Millennium Falcon and an AT-ST. Very exciting!

It featured a different play perspective on the arcade machine than in the original incarnation which put off some of the more seasoned vector graphics fans. There was also reported control challenges. However it did have sound samples from the film which made it very immersive.

Death Star Interceptor (1985)

1985 DSI
Stage 2 of the game as you approach the Death Star

This incarnation of the Episode IV Death Star assault is set across 3 stages. Stage one is your launch in to space with an exciting Star Wars theme tune to boot. You have to keep your vehicle inside the rings on the screen. The second stage is dodging other vehicles and debris until the Death Star gradually comes in to view (as seen above). As you finish your approach, you will head towards the Death Star and in to the trench in the run up to the good old exhaust port. The trench scrolls towards you as you travel dodging lasers, TIE Fighters and other structures. If you make it through, you get to shoot the torpedo and finally witness the destruction of the Death Star. The game then repeats with a higher level of difficulty.

The reception to the game was mixed, but mostly positive. The Commodore users were left with a game that was vastly inferior than the Spectrum version and this caused conflict (there was plenty enough already between users of these systems!), The graphics were praised, especially the 3rd trench screen with its ‘3D’ effect. The game was criticised by some for being too difficult, however others liked the challenge.

Star Wars: The Empire Strikes Back (1985)

220px-Empire_arcade_flyer
Advertisment for the conversion for arcade owners

Here is another arcade release that was designed as an upgrade for the original arcade game from 1982 or the second installment from 1984. As in previous releases, this game was also highly ported and released over a number of years on a variety of platforms. The game features the Battle of Hoth and the journey of the Millennium Falcon through the asteroid. This is essentially the build of the game with other sub sections within it. The upgrade means that the story line is extended but also there are enhancements in the visuals.

This release came after ROTJ on arcade machines and therefore had limited success. People were already paying good money to play without arcade owners needing to pay for an upgrade that sounded older than the most recent film and it didn’t come with a new unit, simply cover up stickers. Therefore many owners simply didn’t bother upgrading. It was however much better received than ROTJ was with a return to the original vector style graphics.

 

Star Wars (1987)

1987 SW Famicon
The Famicom cover art taken from the original movie poster

 

So here is a Star Wars release for the Nintendo Family Computer (Famicom) system. The Famicom was the Japanese Nintendo Entertainment System earlier equivalent and so this game would have had a large potential market. It is also a rarer game as it was only released in Japan (makes sense!). The game is based on the first film but does have material that come from all three. It is a side scrolling platform game with two levels of difficulty that takes you from planet to planet as Luke Skywalker using the force and wielding a lightsaber.

The game is almost toe curling in its difficulty and, of course, there is no save in home consoles at this time. It was often difficult to work out what you had to do to progress from one section to the next. There were few clues and before the age of internet and gamer guides, many players became frustrated. But perhaps the most cardinal sin? Luke has black hair as there were not enough colours available to make him blonde!

 

 

Star Wars: Droids (1988)

starwarsdroids
The cover art closely resembled the cartoon artwork

Its been hard to find out much about this last gem of the 1980’s. From what I can glean from various databases is that it was an adventure game where C-3PO and R2-D2 escape from various rooms as they are attacked by other droids. It was also tied in to a 1980’s cartoon of the same name, although the story line was not featured in the cartoon at any point.

From what I have managed to find on various console databases, it was not a popular title as it was considered boring and too focused on younger gamers. Maybe the market was ready for bigger things from consoles such as the NES which was released in 1985. It’s difficult to know.

 

 

 

 

 

 

 

 

Stay tuned for part two of this Star Wars Games listing which will look at the continued release of games across even more platforms in to the 1990’s!

Blaster From The Past: Star Wars Games of the 80s