In
The Chip Factory
CRASH, February 1985
Making silicon chips for
microprocessors isn't an easy life as the new HEWSON CONSULTANTS
game Technician Ted shows. ROGER KEAN talks to ANDREW
HEWSON and STEVE MARSDEN who, together with DAVE COOKE, wrote
Technician Ted, a CRASH SMASH this month.
SINCE their emergence from the early days of the arcade copy,
Hewson Consultants have been noted more for their thoughtful
programs like NightFlite and Heathrow ATC. Even
the more arcade-like games in the Seiddab trilogy by Steve
Turner have been thinking games as well as shoot em ups. So
it comes as a surprise to see the latest release from Hewsons,
Technician Ted, which is an exciting platform game.
The two young programmers of Technician Ted are Steve
Marsden (21) and Dave Cooke (23). Dave was unfortunately
at work on the day that Steve and Andrew Hewson came up to
Ludlow to see us. I started off by asking Steve how many games
he had written.
'It's the first commercial program. We've written an assembler,
which is for our own use really, and in fact we've written
this game with our assembler.'
'Have you written any other games before that haven't been
published?'
'No, this is really the very first game. We've been writing
machine code routines over the last four months before we
wrote this game like the music routines for it.'
'The music is quite prominent.'
'The main interest we've got is in the hardware side and
in electronic music, so that's quite important.'
Both
Steve and Dave work for a giant electronics firm which, as
Andrew explained, is where the game idea first came from.
'It's based on the chip factory where they work in Marconi
in Lincoln, a place where they make micro- processors, and
one of the rooms where Steve and Dave work is the silicon
slice store so they're in deep with these chips anyway and
so machine code is nothing new to them.
'So you make chips for Marconi?' I asked, and then wondered
whether Marconi was aware that two of their employees were
'leaking' trade secrets through a computer game. Steve gave
a laugh.
'Yeah, that was a problem! We had to present the processes
as they are but without letting any secrets out.'
'What do you actually do at Marconi?'
'I make silicon chips, transistors and diodes. Computers
aren't a major part of my work. I'm more of a Jekyll and Hyde,
with the chemicals! I didn't really have much experience of
computers before we started. I've been there about two and
a half years now, and Dave's been there since Christmas 83.
He's an engineer.'
'Getting back to Technician Ted, I suppose there's
an inevitable comparison to be made between it and Jet
Set Willy. Do you mind that?'
'Well out of all the games I've ever played on the Spectrum,
Manic Miner and Jet Set Willy were the best
two games I've ever played. I wanted more of that. It wasn't
a question of copying those, just that those - platform games
- are the sort of games I like to play, so naturally I went
that way.'
'How long did it take to write?'
'Part time work we started it in March, got it finished at
the end of August.'
'Do you think that like JSW it will lead to a rash
of POKES? Is it even possible?'
'Well we tried to put the best biasing protection in such
as the tape loading routine. Somewhere in the region of 80000
calculations are performed while it's actually loading to
check that the machine's just switched on. The program's calculated
so even if you manage to get the coding, which you can do
with a tape copier, it's not the actual code anyway. That's
the system, but there's still lots of people who can break
that system.'
'Do you think they will?'
'I'd like to think they could do, yeah, because then we'll
know where we're going wrong,' he said, adding a laugh.
'Have you got anything else in line following on?'
'Yeah, we've got a follow up to this game using the same
character in a different situation, and we're developing techniques
as well. We've talked about this back and forth, and we've
already got material that's ahead of what's in this one.'
'How do you share the work out between the two of you?'
'Well, per byte, you can't say can you? I've looked at about
25% of the code of all the sprites and Dave's done all the
rest of the code. It was a complete mixture, I would do some
of the graphics and Dave would say, I'll write some of this
and some of that and I would do the same thing, and I would
say, well I need the code for this and he would do that. The
next game is going to be a more highly organised affair, this
one was a bit haphazard really. With the next one, hopefully,
we can put a bit more design into it. So we don't go off at
a tangent and then we can produce the best material at the
start.'
'How was Technician Ted programmed?'
'It was all done on the Spectrum. The graphics drawings aids
are all our own programs, we assembled our own toolkit which
we'll probably use again. I think digitising it would be better
for graphics but on this particular game we worked completely
on the keyboard.'
Andrew added, 'He takes a sheet for a routine and then the
routine is written out on that sheet and the interface is
at the top, you know, what it's got to do, and then all that
goes into a folder. Whereas Steve Turner is all hex, I don't
know how he does it. Most of it's carried up here,' he said,
tapping his head wonderingly.
Steve drew out a long slim sheet of paper and waved it tantalisingly
at me. 'We've got the solution to the game worked out, here
it is.'
Refused permission to see the top secret document, I asked
Andrew about playing tips.
'It's very difficult really. What we've done in the instructions
is that we've actually told them the first three tasks are
in a certain area to get them going, because there is a definite
threshold that people have to get over - not the real aficionados,
but you're not selling tied to them, you're selling to everyone
and you want everyone to get going. With Avalon we've dribbled
out bits here and there. We had two sorts of people, those
who couldn't get off the first level, and those who were so
far on we thought, My God, we didn't expect this, not so quickly.'
Talking of Steve Turner, I asked Andrew how the follow up
to Avalon was coming along. It's called The Dragontorc
of Avalon.
'Dragontorc?
Yes it's coming along quite well. I've got a couple of screen
shots here. As you can see it's mostly developments isn't
it? No doors this time, instead you have stone circles and
trees coming in. In a sense it's Avalon Mk II - there's
Maroc sitting in the middle and there's other characters.
He's still got his servant spell, and you're going to be given
a few other spells to begin with. And this time the scenario
is set rather later on. It follows on from Avalon,
but you've got to reunite the five crowns of Britain. The
enemy this time is Morag the Shape Shifter. It should hit
the streets about March the 1st - that's the target date,
but we'll see,' Andrew added with a hopeful shrug.
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