Data Design Interactive: Difference between revisions

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[[File:DDS logo 1987.jpg|thumb|220px|1987 Data Design logo]]
[[File:DDS logo 1987.jpg|thumb|220px|1987 Data Design logo]]
Green intended for ''Astrocade'' to supply him with funds while he developed a larger project. He announced the development of a [[Wikipedia:Play-by-mail game|play-by-mail game]] in his interview with ''CRASH''; Green believed that the previous summer had been the last chance for self-employed developers to start in the software market, and claimed that small software developers offered the best service for play-by-mail games.<ref name="Crash 28"/> Other Spectrum software Green developed and released during 1985–1986<ref name="DDI history"/> included ''Space Fright'', a reskin of ''Alien'',<ref name="Your Computer 14"/> ''Invadas'', a [[Wikipedia:Space Invaders|''Space Invaders'']] clone,<ref name="YS07 code"/> and ''Elite Editor'', an editor for the ZX Spectrum version of [[Wikipedia:David Braben|David Braben]] and [[Wikipedia:Ian Bell (programmer)|Ian Bell's]] [[Wikipedia:Elite (video game)|''Elite'']].<ref name="Crash 31"/><ref name="YS09 p93"/> Data Design Systems also published programs for ZX Spectrum software development, including ''BASIC +'', a collection of six programs for writing software in [[Wikipedia:BASIC|BASIC]], in 1986,<ref name="YS09 p93"/><ref name="YS13"/> and ''Sprite Designer'', ''Printer'', and ''64 Column Display'' in 1987.<ref name="YS14 p100"/> ''BASIC +'' was originally released for £5.99,<ref name="YS09 p93"/> later increased to £12;<ref name="YS13"/> following the release of the other three programs it was priced at £10 while the others were available for £6 each, or all four could be purchased together for £14.<ref name="YS14 p100"/>
Green intended for ''Astrocade'' to supply him with funds while he developed a larger project. He announced the development of a [[Wikipedia:Play-by-mail game|play-by-mail game]] in his interview with ''CRASH''; Green believed that the previous summer had been the last chance for self-employed developers to start in the software market, and claimed that small software developers offered the best service for play-by-mail games.<ref name="Crash 28"/> Other Spectrum software Green developed and released during 1985–1986<ref name="DDI history"/> included ''Space Fright'', a reskin of ''Alien'',<ref name="YC14"/> ''Invadas'', a [[Wikipedia:Space Invaders|''Space Invaders'']] clone,<ref name="YS07 code"/> and ''Elite Editor'', an editor for the ZX Spectrum version of [[Wikipedia:David Braben|David Braben]] and [[Wikipedia:Ian Bell (programmer)|Ian Bell's]] [[Wikipedia:Elite (video game)|''Elite'']].<ref name="Crash 31"/><ref name="YS09 p93"/> Data Design Systems also published programs for ZX Spectrum software development, including ''BASIC +'', a collection of six programs for writing software in [[Wikipedia:BASIC|BASIC]], in 1986,<ref name="YS09 p93"/><ref name="YS13"/> and ''Sprite Designer'', ''Printer'', and ''64 Column Display'' in 1987.<ref name="YS14 p100"/> ''BASIC +'' was originally released for £5.99,<ref name="YS09 p93"/> later increased to £12;<ref name="YS13"/> following the release of the other three programs it was priced at £10 while the others were available for £6 each, or all four could be purchased together for £14.<ref name="YS14 p100"/>


=== Freelance programming ===
=== Freelance programming ===
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[[File:PSS Annals of Rome battle.png|thumb|256px|left|Losing a battle against the [[Wikipedia:Gauls|Gauls]] in ''Annals of Rome'']]
[[File:PSS Annals of Rome battle.png|thumb|256px|left|Losing a battle against the [[Wikipedia:Gauls|Gauls]] in ''Annals of Rome'']]
One of Green's first freelance jobs was programming the ZX Spectrum version of [[Wikipedia:Annals of Rome|''Annals of Rome'']],<ref name="Crash 54"/><ref name="DDI history"/> a [[Wikipedia:Turn-based strategy|turn-based strategy]] game that puts the player in control of the [[Wikipedia:Roman army|Roman army's]] military conquests over the course of centuries.<ref name="Crash 38"/> The game was designed by Dr. George Jaroszkiewicz, who wanted to create a historical simulation as an "exercise in socio-economic modelling."<ref name="TGM09"/><ref name="Goodfellow"/> Jaroszkiewicz originally programmed the game for [[Wikipedia:Amstrad CPC 464|Amstrad CPC 464]], and Personal Software Services hired other programmers to convert it to other home computer platforms.<ref name="Goodfellow"/><ref name="Crash 47"/> Believing that video games were seen as "not something for grown men to dabble in," Jaroszkiewicz left his name out of the game, using the alias "Rome Software" instead; Green's Spectrum port, however, credits Jaroszkiewicz (as E.M. Jaroszkiewicz) as its designer in-game.<ref name="Goodfellow"/><ref name="Annals ZXS menu"/> The game released in November 1986.<ref name="SU58"/> ''CRASH'''s Philippa Irving rated the Spectrum version of ''Annals of Rome'' positively, praising its attention to detail, but criticised its presentation and long periods of waiting during combat, as well as its "entertaining" bugs.<ref name="Crash 38"/><ref name="Crash 47"/> Tommy Nash of ''Your Sinclair'' likewise criticised its speed, which he blamed on it being programmed in BASIC, and called its interface "incomprehensible."<ref name="YS14"/> Steve Badsey of [[Wikipedia:Computer and Video Games|''Computer + Video Games'']] preferred the Spectrum version's graphics over those of the later Commodore 64 release, but reported that it had numerous bugs and frequently generated "impossibly large armies", which PSS allegedly blamed on the Spectrum's [[Wikipedia:Random number generation|random number generator]].<ref name="CVG75"/>
One of Green's first freelance jobs was programming the ZX Spectrum version of [[Wikipedia:Annals of Rome|''Annals of Rome'']],<ref name="Crash 54"/><ref name="DDI history"/> a [[Wikipedia:Turn-based strategy|turn-based strategy]] game that puts the player in control of the [[Wikipedia:Roman army|Roman army's]] military conquests over the course of centuries.<ref name="Crash 38"/> The game was designed by Dr. George Jaroszkiewicz, who wanted to create a historical simulation as an "exercise in socio-economic modelling."<ref name="TGM09"/><ref name="Goodfellow"/> Jaroszkiewicz originally programmed the game for [[Wikipedia:Amstrad CPC 464|Amstrad CPC 464]], and Personal Software Services hired other programmers to convert it to other home computer platforms.<ref name="Goodfellow"/><ref name="Crash 47"/> Believing that video games were seen as "not something for grown men to dabble in," Jaroszkiewicz left his name out of the game, using the alias "Rome Software" instead; Green's Spectrum port, however, credits Jaroszkiewicz (as E.M. Jaroszkiewicz) as its designer in-game.<ref name="Goodfellow"/><ref name="Annals ZXS menu"/> The game released in November 1986.<ref name="SU58"/> ''CRASH'''s Philippa Irving rated the Spectrum version of ''Annals of Rome'' positively, praising its attention to detail, but criticised its presentation and long periods of waiting during combat, as well as its "entertaining" bugs.<ref name="Crash 38"/><ref name="Crash 47"/> Tommy Nash of ''Your Sinclair'' likewise criticised its speed, which he blamed on it being programmed in BASIC, and called its interface "incomprehensible."<ref name="YS14"/> Steve Badsey of [[Wikipedia:Computer and Video Games|''Computer + Video Games'']] preferred the Spectrum version's graphics over those of the later Commodore 64 release, but reported that it had numerous bugs and frequently generated "impossibly large armies", which PSS allegedly blamed on the Spectrum's [[Wikipedia:Random number generation|random number generator]].<ref name="CVG75"/>
Green redesigned and programmed [[Wikipedia:Pegasus Bridge (video game)|''Pegasus Bridge'']] for ZX Spectrum and [[Wikipedia:Amstrad CPC|Amstrad CPC]] from the original Commodore 64 version.<ref name="Crash 54"/><ref name="Pegasus Bridge"/><ref name="CVG80"/> Originally designed by John Bethell, who had previously created [[Wikipedia:Falklands '82|''Falklands '82'']],<ref name="Pegasus Bridge"/><ref name="Crash 47"/> ''Pegasus Bridge'' is based on the [[Wikipedia:Pegasus Bridge|titular bridge's]] [[Wikipedia:Capture of the Caen canal and Orne river bridges|capture]] by the [[Wikipedia:6th Airlanding Brigade (United Kingdom)|British Sixth Airbone Division]] early on 6 June 1944, preceding the [[Wikipedia:Normandy landings|Normandy landings]].<ref name="Crash 48"/><ref name="CVG80"/> The player can control either the British troops, landing and capturing bridges and the [[Wikipedia:Battle of Merville Gun Battery|Merville Battery]], or the German army, defending as many positions as possible from capture. The game lasts for 36 turns, or 18 in-game hours.<ref name="Crash 48"/><ref name="YS27"/><ref name="AA27"/> ''Pegasus Bridge'' released in October 1987.<ref name="PCW 639"/> ''CRASH'''s Philippa Irving praised the Spectrum version's design and gameplay, but found it "annoyingly difficult" to control with a keyboard,<ref name="Crash 47"/> and later admitted to encountering a bug that crashed the game prevented her from completing it.<ref name="Crash 51"/> ''Sinclair User'' gave the game a positive review, criticising only the small size of the map window.<ref name="SU71"/> Owen and Audrey Bishop of ''Your Sinclair'' called the game well-researched, but complained about a bug in the Spectrum version that switched which side the player was controlling, as well as the fast speed of in-game messages.<ref name="YS27"/> [[Wikipedia:Amstrad Action|''Amstrad Action'']] called the Amstrad version boring, and criticised the lack of sound and sensitive controls.<ref name="AA27"/>


== References ==
== References ==
{{Reflist|refs=
{{Reflist|refs=
<ref name="AA27">Barrett, Gary (December 1987). [https://archive.org/details/Amstrad_Action_Issue_027/page/52/mode/1up?view=theater "Pegasus Bridge"]. [[Wikipedia:Amstrad Action|''Amstrad Action'']]. No. 27. [[Wikipedia:Future Publishing|Future Publishing]]. p. 52.</ref>
<ref name="Alien">Green, Stewart (1 November 1985). ''Alien'' (ZX Spectrum) (''Astrocade'' version). Data Design Systems. Title screen. "© 1.11.85".</ref>
<ref name="Alien">Green, Stewart (1 November 1985). ''Alien'' (ZX Spectrum) (''Astrocade'' version). Data Design Systems. Title screen. "© 1.11.85".</ref>


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<ref name="Crash 31">Green, Stewart (August 1986). [https://archive.org/details/crash-magazine-31/page/n58/mode/1up?view=theater "Six games for £1.99"]. [[Wikipedia:Crash (magazine)|''CRASH'']]. No. 31. [[Wikipedia:Newsfield|Newsfield Publications Ltd]]. p. 59.</ref>
<ref name="Crash 31">Green, Stewart (August 1986). [https://archive.org/details/crash-magazine-31/page/n58/mode/1up?view=theater "Six games for £1.99"]. [[Wikipedia:Crash (magazine)|''CRASH'']]. No. 31. [[Wikipedia:Newsfield|Newsfield Publications Ltd]]. p. 59.</ref>


<ref name="Crash 38">Irving, Philippa (July 1988). [https://www.crashonline.org.uk/54/frontline.htm "Frontline with Philippa Irving"]. [[Wikipedia:Crash (magazine)|''CRASH'']] - The Online Edition. No. 38. [[Wikipedia:Newsfield|Newsfield Publications Ltd]]. p. 63. [https://web.archive.org/web/20230628053056/https://www.crashonline.org.uk/54/frontline.htm Archived] from the original on 28 June 2023.</ref>
<ref name="Crash 38">Irving, Philippa (March 1987). [https://archive.org/details/crash-magazine-38/page/n77/mode/2up?view=theater "Frontline with Philippa Irving"]. [[Wikipedia:Crash (magazine)|''CRASH'']]. No. 38. [[Wikipedia:Newsfield|Newsfield Publications Ltd]]. p. 63.</ref>


<ref name="Crash 47">Irving, Philippa (July 1988). [https://www.crashonline.org.uk/47/frontline.htm "Frontline with Philippa Irving"]. [[Wikipedia:Crash (magazine)|''CRASH'']] - The Online Edition. No. 47. [[Wikipedia:Newsfield|Newsfield Publications Ltd]]. p. 48. [https://web.archive.org/web/20230630050832/https://www.crashonline.org.uk/47/frontline.htm Archived] from the original on 30 June 2023.</ref>
<ref name="Crash 47">Irving, Philippa (December 1987). [https://archive.org/details/Crash_Magazine_047/page/48/mode/2up?view=theater "Frontline with Philippa Irving"]. [[Wikipedia:Crash (magazine)|''CRASH'']]. No. 47. [[Wikipedia:Newsfield|Newsfield Publications Ltd]]. pp. 48–49.</ref>
 
<ref name="Crash 48">Irving, Philippa (January 1988). [https://archive.org/details/crash-magazine-48/page/n135/mode/1up?view=theater "Frontline with Philippa Irving"]. [[Wikipedia:Crash (magazine)|''CRASH'']]. No. 48. [[Wikipedia:Newsfield|Newsfield Publications Ltd]]. p. 136.</ref>
 
<ref name="Crash 51">Irving, Philippa (April 1988). [https://archive.org/details/crash-magazine-51/page/n50/mode/1up?view=theater "Frontline with Philippa Irving"]. [[Wikipedia:Crash (magazine)|''CRASH'']]. No. 51. [[Wikipedia:Newsfield|Newsfield Publications Ltd]]. p. 51.</ref>


<ref name="Crash 54">Irving, Philippa (July 1988). [https://www.crashonline.org.uk/54/frontline.htm "Frontline with Philippa Irving"]. [[Wikipedia:Crash (magazine)|''CRASH'']] - The Online Edition. No. 54. [[Wikipedia:Newsfield|Newsfield Publications Ltd]]. p. 63. [https://web.archive.org/web/20230628053056/https://www.crashonline.org.uk/54/frontline.htm Archived] from the original on 28 June 2023.</ref>
<ref name="Crash 54">Irving, Philippa (July 1988). [https://www.crashonline.org.uk/54/frontline.htm "Frontline with Philippa Irving"]. [[Wikipedia:Crash (magazine)|''CRASH'']] - The Online Edition. No. 54. [[Wikipedia:Newsfield|Newsfield Publications Ltd]]. p. 63. [https://web.archive.org/web/20230628053056/https://www.crashonline.org.uk/54/frontline.htm Archived] from the original on 28 June 2023.</ref>


<ref name="CVG75">Badsey, Steve (January 1988). [https://archive.org/details/ComputerAndVideoGamesIssue075Jan88/page/n45/mode/1up?view=theater "Annals of Rome"]. [[Wikipedia:Computer and Video Games|''Computer + Video Games'']]. Issue 76. [[Wikipedia:Future Publishing|Future Publishing]]. p. 46.</ref>
<ref name="CVG75">Badsey, Steve (January 1988). [https://archive.org/details/ComputerAndVideoGamesIssue075Jan88/page/n45/mode/1up?view=theater "Annals of Rome"]. [[Wikipedia:Computer and Video Games|''Computer + Video Games'']]. Issue 76. [[Wikipedia:Future Publishing|Future Publishing]]. p. 46.</ref>
<ref name="CVG80">Badsey, Steve (June 1988). [https://archive.org/details/ComputerAndVideoGamesIssue080Jun88/page/n53/mode/1up?view=theater "Pegasus Bridge"]. [[Wikipedia:Computer and Video Games|''Computer + Video Games'']]. Issue 80. [[Wikipedia:Future Publishing|Future Publishing]]. p. 54.</ref>


<ref name="DDI history">[https://web.archive.org/web/20041216050634/http://www.datadesign.uk.com/history_page.htm History]. ''datadesign.uk.com''. Data Design Interactive. Archived from the original on 16 December 2004.</ref>
<ref name="DDI history">[https://web.archive.org/web/20041216050634/http://www.datadesign.uk.com/history_page.htm History]. ''datadesign.uk.com''. Data Design Interactive. Archived from the original on 16 December 2004.</ref>
Line 64: Line 74:


<ref name="PCW 526">Green, Stewart (26 June 1986). [https://archive.org/details/popular-computing-weekly-1986-06-26/page/n9/mode/1up?view=theater "Review reaction"]. [[Wikipedia:Popular Computing Weekly|''Popular Computing Weekly'']]. Vol. 5 No. 26. [[Wikipedia:Sunshine Publications|Sunshine Publications]]. p. 10.</ref>
<ref name="PCW 526">Green, Stewart (26 June 1986). [https://archive.org/details/popular-computing-weekly-1986-06-26/page/n9/mode/1up?view=theater "Review reaction"]. [[Wikipedia:Popular Computing Weekly|''Popular Computing Weekly'']]. Vol. 5 No. 26. [[Wikipedia:Sunshine Publications|Sunshine Publications]]. p. 10.</ref>
<ref name="PCW 639">Dean, Stephen (2 October 1987). [https://archive.org/details/popular-computing-weekly-1986-05-01/page/n59/mode/2up?view=theater "New releases"]. [[Wikipedia:Popular Computing Weekly|''Popular Computing Weekly'']]. Vol. 6 No. 39. [[Wikipedia:Sunshine Publications|Sunshine Publications]]. p. 43.</ref>
<ref name="Pegasus Bridge">Green, Stewart (1986). ''Pegasus Bridge'' (ZX Spectrum; Amstrad CPC). Data Design Systems. Credits. "Idea by John Bethell. Conversion by DSS. Published by.. PSS. Programmer... STEWART GREEN".</ref>


<ref name="SU58">Douglas, Jim (January 1987). [https://archive.org/details/ComputerAndVideoGamesIssue064Feb87/page/n36/mode/1up?view=theater "What is it Good For?"].  [[Wikipedia:Sinclair User|''Sinclair User'']]. No. 58. [[Wikipedia:EMAP|EMAP]]. p. 124.</ref>
<ref name="SU58">Douglas, Jim (January 1987). [https://archive.org/details/ComputerAndVideoGamesIssue064Feb87/page/n36/mode/1up?view=theater "What is it Good For?"].  [[Wikipedia:Sinclair User|''Sinclair User'']]. No. 58. [[Wikipedia:EMAP|EMAP]]. p. 124.</ref>
<ref name="SU71">Rook, Gary (February 1988). [https://archive.org/details/sinclair-user-magazine-071/page/n73/mode/1up?view=theater "Pegasus Bridge"].  [[Wikipedia:Sinclair User|''Sinclair User'']]. No. 71. [[Wikipedia:EMAP|EMAP]]. p. 74.</ref>


<ref name="TGM09">Frey, Oliver (ed.) (August 1988). [https://archive.org/details/thegamesmachine-09/page/n59/mode/1up?view=theater "All This and Barbarians Too"]. [[Wikipedia:The Games Machine|''The Games Machine'']]. Issue 9. [[Wikipedia:Newsfield Publications|Newsfield Publications]]. p. 60.</ref>
<ref name="TGM09">Frey, Oliver (ed.) (August 1988). [https://archive.org/details/thegamesmachine-09/page/n59/mode/1up?view=theater "All This and Barbarians Too"]. [[Wikipedia:The Games Machine|''The Games Machine'']]. Issue 9. [[Wikipedia:Newsfield Publications|Newsfield Publications]]. p. 60.</ref>


<ref name="Your Computer 14">Evans, Gary (ed.) (May 1986). [https://archive.org/details/your-computer-magazine-1986-05/page/n65/mode/1up?view=theater "Software Exchange"]. [[Wikipedia:Your Computer (British magazine)|''Your Computer'']]. Vol. 6 No. 5. Focus Investments Ltd. p. 66.</ref>
<ref name="YC14">Evans, Gary (ed.) (May 1986). [https://archive.org/details/your-computer-magazine-1986-05/page/n65/mode/1up?view=theater "Software Exchange"]. [[Wikipedia:Your Computer (British magazine)|''Your Computer'']]. Vol. 6 No. 5. Focus Investments Ltd. p. 66.</ref>


<ref name="YS02">Cox, Kevin (ed.) (February 1986). [https://archive.org/details/Your_Sinclair_002/page/48/mode/1up?view=theater "Alien by Stewart Green"]. [[Wikipedia:Your Sinclair|''Your Sinclair'']]. Issue 2. [[Wikipedia:Dennis Publishing|Sportscene Specialist Press]]. pp. 48–52.</ref>
<ref name="YS02">Cox, Kevin (ed.) (February 1986). [https://archive.org/details/Your_Sinclair_002/page/48/mode/1up?view=theater "Alien by Stewart Green"]. [[Wikipedia:Your Sinclair|''Your Sinclair'']]. Issue 2. [[Wikipedia:Dennis Publishing|Sportscene Specialist Press]]. pp. 48–52.</ref>
Line 86: Line 102:


<ref name="YS14 p100">Green, Stewart (February 1987). [https://archive.org/details/Your_Sinclair_014/page/100/mode/1up?view=theater "D.D.S. The Programming Specialists"]. [[Wikipedia:Your Sinclair|''Your Sinclair'']]. Issue 14. [[Wikipedia:Dennis Publishing|Sportscene Specialist Press]]. p. 100.</ref>
<ref name="YS14 p100">Green, Stewart (February 1987). [https://archive.org/details/Your_Sinclair_014/page/100/mode/1up?view=theater "D.D.S. The Programming Specialists"]. [[Wikipedia:Your Sinclair|''Your Sinclair'']]. Issue 14. [[Wikipedia:Dennis Publishing|Sportscene Specialist Press]]. p. 100.</ref>
<ref name="YS27">Bishop, Owen; Bishop, Audrey (March 1988). [https://archive.org/details/Your_Sinclair_027/page/54/mode/2up?view=theater "On the War Path"]. [[Wikipedia:Your Sinclair|''Your Sinclair'']]. Issue 27. [[Wikipedia:Dennis Publishing|Sportscene Specialist Press]]. p. 54–55.</ref>
}}
}}


[[Category:Video game companies]]
[[Category:Video game companies]]

Revision as of 23:17, 1 July 2023

Data Design's logo introduced in 1999

Data Design Interactive was a British video game company. Founded in 1983 by Stewart Green as Data Design Systems, the company started off creating budget software for the ZX Spectrum.

History

Formation

I decided I wanted to break into the budget software market — I think the software industry could be killing itself with the £10 game. Budget software like Cascade's 50 Games compilation, has got to be value for money — if you only play each game on a 50 game compilation for ten minutes, then you’ve had over a day’s solid entertainment.

Stewart Green, CRASH[1]

Data Design Systems was founded in 1983 by Stewart Green.[1][2][3] The previous year had seen the release of the ZX Spectrum, an 8-bit home computer that would go on to sell over five million units. While the Spectrum had inferior hardware compared to its competitors like the Commodore 64 and the BBC Micro, the low cost of both the computer and its cassette-based games led to it becoming a successful gaming platform in the United Kingdom.[4] Green had purchased a Spectrum soon after its release, and had spent his free time learning how to program on it before leaving his engineering apprenticeship to pursue a career in software development. He attempted to sell two of his earliest games, Alien and Bomber, for £2 each at computer shows. After selling only a small number of copies, he decided that a compilation of multiple games on one cassette tape would sell better than individual games, as well as allow him to charge a higher price for the tape and let shops take in a larger profit margin.[1]

Luna-Rover, one of Data Design's earliest games

Green applied for the UK government’s Enterprise Allowance Scheme, an initiative which gave an income of £40 per week for one year to anyone unemployed who wanted to set up their own business and had £1000 of their own funds to invest in the project.[1][5] Deciding to develop for the budget software market, he began work on Astrocade, a collection of six games on one tape. While programming it, he learned how to run a business from three free interviews with the Business Advice Centre that the Enterprise Allowance Scheme gave him. Green wanted the compilation to be sold in a large package; he initially planned to use the same cardboard boxes that Beyond Software games used, before he found out that the cardboard dies for that would cost at least £800 and decided to use video boxes instead. Not wanting to pay "hundreds of pounds for a simple piece of artwork," Green got an art student from a local school to create box art for free as portfolio work. Getting game screenshots took two weeks due to the photographer hired not knowing how to take photographs of a television screen.[1]

Stewart Green advertising The Astrocade Collection

Development of The Astrocade Collection concluded in late 1985.[2][6] It contained three previously-developed games, Alien, Bomber, and Luna-Rover, as well as three original games, Caverns d'Or, Simeon, and Zombie Island.[7][8] The collection's development ended up costing £3000. Green priced Astrocade at £4.50, but had difficulty distributing it; most distributors did not respond to him, and Smith's wanted the the product to have a barcode, which would cost him another £100. He initially sold copies of Astrocade by offering them on sale at local computer shops.[1] Lacking a budget for advertising, he sent copies of the collection packaged with a Mars bar to computer magazines to encourage reviews.[9] An earlier version of Alien was also published as type-in machine code in the February 1986 issue of Your Sinclair.[10] Graeme Kidd from the ZX Spectrum magazine CRASH interviewed Stewart Green at Data Design, which at the time was operated out of the front room of his house in Halesowen. The interview was published in the May 1986 issue of CRASH; by that point, Green had sold only around one hundred copies of Astrocade.[1] Following this, Green advertised the collection through various computer magazines, giving an address for viewers to mail order the game from.[8]

The Astrocade Collection received mixed reviews from contemporary magazines. Reviewers criticised the quality and originality of the games in the collection, though were more positive about the collection's low price and the overall value per game, as well as about the collection being Data Design's first major publication.[7][8][11][12] Stewart Green responded with appreciation for the reviews, though he disagreed with the originality of the games being an issue ("How many Exploding Fists are there now?") and criticised Popular Computing Weekly's claim that Luna-Rover had graphics resembling those of a ZX81 game.[13] From July 1986 onward, Data Design lowered the cost of Astrocade to £1.99 (plus 40p for postage and packaging).[14][15]

1987 Data Design logo

Green intended for Astrocade to supply him with funds while he developed a larger project. He announced the development of a play-by-mail game in his interview with CRASH; Green believed that the previous summer had been the last chance for self-employed developers to start in the software market, and claimed that small software developers offered the best service for play-by-mail games.[1] Other Spectrum software Green developed and released during 1985–1986[2] included Space Fright, a reskin of Alien,[16] Invadas, a Space Invaders clone,[17] and Elite Editor, an editor for the ZX Spectrum version of David Braben and Ian Bell's Elite.[18][19] Data Design Systems also published programs for ZX Spectrum software development, including BASIC +, a collection of six programs for writing software in BASIC, in 1986,[19][20] and Sprite Designer, Printer, and 64 Column Display in 1987.[21] BASIC + was originally released for £5.99,[19] later increased to £12;[20] following the release of the other three programs it was priced at £10 while the others were available for £6 each, or all four could be purchased together for £14.[21]

Freelance programming

In his interview with CRASH, Stewart Green expressed concern that he may have to take up freelance work to survive as a small software house.[1]

Losing a battle against the Gauls in Annals of Rome

One of Green's first freelance jobs was programming the ZX Spectrum version of Annals of Rome,[22][2] a turn-based strategy game that puts the player in control of the Roman army's military conquests over the course of centuries.[23] The game was designed by Dr. George Jaroszkiewicz, who wanted to create a historical simulation as an "exercise in socio-economic modelling."[24][25] Jaroszkiewicz originally programmed the game for Amstrad CPC 464, and Personal Software Services hired other programmers to convert it to other home computer platforms.[25][26] Believing that video games were seen as "not something for grown men to dabble in," Jaroszkiewicz left his name out of the game, using the alias "Rome Software" instead; Green's Spectrum port, however, credits Jaroszkiewicz (as E.M. Jaroszkiewicz) as its designer in-game.[25][27] The game released in November 1986.[28] CRASH's Philippa Irving rated the Spectrum version of Annals of Rome positively, praising its attention to detail, but criticised its presentation and long periods of waiting during combat, as well as its "entertaining" bugs.[23][26] Tommy Nash of Your Sinclair likewise criticised its speed, which he blamed on it being programmed in BASIC, and called its interface "incomprehensible."[29] Steve Badsey of Computer + Video Games preferred the Spectrum version's graphics over those of the later Commodore 64 release, but reported that it had numerous bugs and frequently generated "impossibly large armies", which PSS allegedly blamed on the Spectrum's random number generator.[30]

Green redesigned and programmed Pegasus Bridge for ZX Spectrum and Amstrad CPC from the original Commodore 64 version.[22][31][32] Originally designed by John Bethell, who had previously created Falklands '82,[31][26] Pegasus Bridge is based on the titular bridge's capture by the British Sixth Airbone Division early on 6 June 1944, preceding the Normandy landings.[33][32] The player can control either the British troops, landing and capturing bridges and the Merville Battery, or the German army, defending as many positions as possible from capture. The game lasts for 36 turns, or 18 in-game hours.[33][34][35] Pegasus Bridge released in October 1987.[36] CRASH's Philippa Irving praised the Spectrum version's design and gameplay, but found it "annoyingly difficult" to control with a keyboard,[26] and later admitted to encountering a bug that crashed the game prevented her from completing it.[37] Sinclair User gave the game a positive review, criticising only the small size of the map window.[38] Owen and Audrey Bishop of Your Sinclair called the game well-researched, but complained about a bug in the Spectrum version that switched which side the player was controlling, as well as the fast speed of in-game messages.[34] Amstrad Action called the Amstrad version boring, and criticised the lack of sound and sensitive controls.[35]

References

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 Kidd, Graeme (May 1986). "This Little Proggy Went To Market...". CRASH - The Online Edition. No. 28. Newsfield Publications Ltd. p. 76. Archived from the original on 25 June 2023.
  2. 2.0 2.1 2.2 2.3 History. datadesign.uk.com. Data Design Interactive. Archived from the original on 16 December 2004.
  3. Younghusband, Paul (February 2001). "A One Stop Digital Shop: Data Design Interactive and Artworld UK". Animation World Magazine. Vol. 5, No. 11. AWN, Inc. Archived from the original on 18 January 2023. Mirror available at Animation World Network.
  4. Mason, Graeme (18 February 2022). "ZX Spectrum at 40: a look back". NME. Archived from the original on 23 June 2023.
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