How Video Games Changed the World Page #3
- Year:
- 2013
- 120 min
- 106 Views
That's an impressive thing
when you see some merchandise,
and you go, "That Pac-Man
doesn't even LOOK like Pac-Man."
That's when you know something
has caught on in a big way.
In the wake of Pac-Man's success,
games began to resemble
living cartoons -
bright, cheerful worlds, packed with
non-threatening characters.
A golden age entertainingly
celebrated earlier this
year in Pixar's charmingly evocative
film, Wreck-It Ralph.
My name is Wreck-It Ralph.
Ralph, you are bad guy, but this
does not mean you are bad guy.
I don't want to be
the bad guy any more.
So far, so twee,
but that was about to change.
The USA and Japan had ruled
gaming's roost
but now the British were coming
and we weren't interested in some
cute, yellow bauble, running around
a maze, gobbling dots.
We were bringing something else
with us. We were bringing anarchy.
The early 1980s were a heady mix
of the Iron Lady's iron fist,
soaring unemployment,
Charles and Di's sexless kissing
and this footage of
the Rubik's cube that has to be
included in every '80s
nostalgia montage by law.
All of which provided
the backdrop to a major
revolution in British homes
as the computerised future arrived.
Now, it doesn't look very futuristic
looking at it now
from the vantage point of the
future, but it did back then.
THAT'S how time works.
The explosion of home computing
that happened in the '80s was
almost unique to Britain...
because of Clive Sinclair.
In 1982, Sir Clive Sinclair
launched the ZX Spectrum,
a cut-price home computer intended to automate
staid, and some might say piss-dull tasks,
like spreadsheets
and home economics.
But more excitingly, as far
as Britain's school kids
were concerned,
the Spectrum could play games,
often rudimentary clones of existing
arcade hits, but games nonetheless,
and for a fraction of the price
of the swanky
American cartridge systems.
And, crucially, the Spectrum
wasn't a closed system.
You could write your own
programmes for it, your own games.
And if you didn't know how, there were
hundreds of available blueprints to learn from,
printed line by line in the back
of hobbyist magazines, like this.
I would come home and see my brother
playing with his computer
and learning to code it,
using a language called BASIC.
What was it?
You'd write, "10 say f***,
"20 goto 10". And it would go,
"F***, F***, F***..."
That was my coding.
That's my coding career.
It spawned sort of a huge explosion
in creativity,
where some brilliant people
were coding in their bedrooms.
It was just like the punk movement.
The punk movement
was very much like a DIY ethic.
It was like, "If you can't
play guitar, f*** it,
"pick up a guitar and play it.
"It doesn't matter
if you can't do it. Do it."
And that is what games
were like in the early '80s.
It was like, "Don't know anything
about programming? It doesn't matter.
Try it, learn, do it, release it."
If you ask me, the ZX Spectrum
was the people's computer,
a true British original.
It didn't have
the fastest processor,
its graphics were primitive
and the keyboard was this
notoriously awful
dead flesh rubber catastrophe.
But it did have an immense range
of bizarre and imaginative games,
shot through with a uniquely
British sense of humour.
Many were almost like playable
sitcoms or comedy sketches.
There were hundreds of colourful,
quirky Spectrum games,
but only one came to truly
symbolise the era.
I mean, the first thing that
you are struck with with Manic Miner,
is the hideous
tune at the beginning.
It's a sort of aural assault.
It's disgusting.
And the colours as well - so garish.
But there was something, there was
something really kind of charming
and mysterious about it.
What's fascinating to me
the excitement of the rooms
and how many rooms there were.
You know, all you were doing was
looking at something that,
I don't know, had a few different
blocks flying around.
But there was something really
thrilling about it.
What made this landmark game all
the more unusual was that it was
written in just six weeks by
a 17-year-old called Matthew Smith.
Every single Spectrum owner
in Britain had that game,
that's how good it was.
It's absolutely chock full
of humour.
The game is very much Matthew Smith.
The guy's a legend and rightly so,
and Manic Miner is his signature.
Manic Miner makes it onto our list
for being the quintessential
Spectrum game -
an idiosyncratic, peculiarly
British home brew classic,
still celebrated today in clever,
fan-created homages on the internet.
The Spectrum's chief rival was
the all-American Commodore 64,
a more powerful and altogether
more confident system, marketed
with the emphasis on fun in
impossibly wonderful advertisements.
# Are you keeping up with
the Commodore?
# Because the Commodore
is keeping up with you... #
Commodore games had slicker graphics
and far superior sound.
And as well as its
slew of American imports,
it still had room
for oddball British titles.
One of the games
I remember most fondly and that
I'm most pleased to have been
involved with
was my old game Hover Bovver.
Primarily because
that was a collaboration in design
with me and my dad.
It's another one of these silly,
British comedy games that
just arose one morning
when we were sitting in a place
where there was somebody mowing
a lawn outside.
We just started tossing back
and forth this idea of a comedic
game where somebody was
mowing a lawn and there could be
a dog which gets in the way.
I mean, it was all very
Terry and June, you know? But...
it ended up being a really fun
little game.
But it wasn't all
rosy in the British gaming garden.
It wasn't like a club, no.
Commodore and Spectrum owners
didn't like each other, at all.
Long before Blur versus Oasis,
or any other of those hideous
media inventions of fake clashes,
the Commodore versus Spectrum
debate was a civil war,
a geek civil war, whose repercussions
can still be felt to this day.
The Spectrum was British, you know,
it was kind of the local favourite
and all that. But...
you always knew, tell me,
you always knew, didn't you,
you always knew that you had
the lesser machine.
Essentially, you would be driving
your Triumph, and that's great.
And then we'd pull up in a Cadillac,
which essentially, the Commodore 64
was, with its big, clacky keys.
Shift, run, stop, loads and plays.
Still, despite their rivalry,
Spectrum and Commodore owners could
unite on one key issue,
and that was that owners of
the third system - the BBC Micro -
very much the Liberal Democrats
of the computer world,
THEY were d*cks.
The BBC Micro was a chunky,
middle-class computer
created for the BBC's
Computer Literacy Project -
a jolly, well-meaning attempt
to get Britain coding,
courtesy of jolly, well-meaning,
but not notably
sexy edutainment shows
like Making the Most of the Micro.
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"How Video Games Changed the World" Scripts.com. STANDS4 LLC, 2024. Web. 22 Dec. 2024. <https://www.scripts.com/script/how_video_games_changed_the_world_10327>.
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