|
Origins
Mastertronic was founded in 1983 by three experienced
businesmen Martin Alper, Frank Herman and Alan Sharam. Based in London,
they had some financial backing from a small outside group of investors.
Unlike many of our competitors in the games software business, the
company was not set up by programmers seeking an outlet for their
creations, nor was it part of an established business with money to
spare, dipping its corporate toe in the games industry's rising tide.
Mastertronic’s founders gave up their other interests and committed
themselves to succeeding as publishers by selling games as cheaply
as possible. Other publishers seemed to be concerned only with the
process of creating the software and marketing an image, a strategy
aimed directly at the consumer, with the hope that customer demand
would somehow bring the games into the shops. In contrast, Mastertronic
aimed its strategy at the distributors and retailers. If the games
could be put on the shelves then the low selling price would do the
rest.
 |
| "Uncle" Frank Herman |
The core of the strategy was the idea of budget software
- games priced at less than £3.00 at a time when most good sofware
was £5.99 or more. In fact Mastertronic went for £1.99
as the basic price. I will explain how this worked later on. The founders
believed it possible to build up a reasonable market share from their
experience in video distribution, in which both Frank and Martin had
been active. I’m not sure what the connection was with Alan, who was
a partner in a surveyor’s practice in London. However the business
began in the back room at Alan’s office in George St, in the heart
of the West End. The company started trading on 1 April 1984. My involvement
began in August 1985.
Masterwhat?
Why was it called Mastertronic? As part of a general
marketing plan in which the word Master was going to be used with
lots of other words. I think in the very early days it was intended
to distribute various electrical products but only the computer games
were successful.
We briefly published records under the name Mastersound
and videos as Mastervision. These were not particularly succesful
ventures. We also used MasterAdventurer for those games that fell
under the “adventure” category. This was partly due to early dealings
with Carnell Software to publish an elaborate adventure game for the
Spectrum called Wrath of Magra. Carnell Software was in financial
difficulties and ceased trading in the summer of 1984. We republished
two of their earlier releases, Volcanic Dungeon and Black
Crystal.
The computer games market in the UK in 1983
The first computer games boom was based on the Atari
consoles. This collapsed around 1982/3 but the new generation of cheap
programmable computers was emerging. This was led in the UK by Sinclair
products (the ZX80 / 81/ Spectrum range) with fierce competition from
Commodore’s Vic and C64. The retail end was poorly organised. Console
games had been sold by a variety of outlets typically electrical stores,
photographic shops and some of the high street chains. These pulled
out of the market. Mail order was popular for consumers living away
from town centres. But in a town centre where did one go for a computer
game? There were virtually no specialist games shops. Were games toys,
or published products like books and records, or did they rightly
belong with consumer electronics alongside the computers on which
they ran? There was no obvious answer to this question.
What was certain is that the trade was in disarray. The failure of
the first consoles made retailers suspicious. The buyers for the large
high street chains of which Boots, WH Smith and Woolworths were leaders,
were confused by the different sorts of home computer. They did not
know how to cope with suppliers that might produce a good game one
month and then nothing but failures thereafter. They were afraid to
commit to buying product unless they could be sure of returning it
for a refund, but who knew how long the new games publishers would
be in business? And how did you sell a computer game anyway? A customer
could flip through a book, listen to a record, pick up a toy. Games
were slow to load and needed some understanding which counter staff
lacked. It seemed crazy to put a tape into a computer, wait five minutes
for it to load and then watch the potential customer play with it
for ten minutes before deciding not to buy. Retailers were not persuaded
that there was any profit in the business.
Mastertronic’s strategy
Mastertronic was started by men who understood distribution
and marketing. They knew nothing about computer games and were proud
to boast that they never played them (but this is no different to
the heads of large record companies who never hear the music of their
stars). When programmers came in with demos, someone would have to
setup the machines, load the games and even plug in the joysticks
for the directors. Mastertronic never employed programmers directly
(unlike Virgin Games who at the time we merged had a programming staff
of 6). Everything was bought in from outside, either directly from
the authors or from other games publishers. Once established, we were
deluged with games from enthusiastic amateurs and managed to publish
quite a few of them.
Before the company started trading, the business strategy
had been defined. The separate elements were each vital to success.
These were distribution, sourcing and pricing.
Distribution - the key
Mastertronic's founders had backgrounds in video distribution,
another boom/bust trade and used their contacts to set up distribution
to retailers. At the beginning the high street chains were not interested.
But because the games were cheap it was easy to persuade small retailers
to take them. Mastertronic set up a network of self-employed distributors,
with some knowledge of merchandising, to reach outlets that the mainstream
wholesalers missed. A key figure in setting up these networks was
Richard Bielby, ex- professional cricketer with Nottinghamshire. (His
claim to fame was that he was the other man at the stumps on the day
Sobers hit 6 sixes off an over, at a match against Glamorgan in 1968.)
Bielby and his wife kept in touch with dozens of shops and traders,
bought in bulk from Mastertronic and broke the stock into manageable
units for their sub-distributors and merchandisers. Many had experience
of the video distribution business, now rapidly consolidating as big
high street operators took over. They were glad to switch to computer
games.
They found newsagents, sweetshops and garages, video shops and groceries, even
motorway service stations. Shops were encouraged to take "dealer
packs", 100 games at a time mounted on cardboard racks. They
were asked just to give the products some space. Sale or exchange
agreements meant they undertook no risk.
The nervousness of the retail trade about the continuity of computer
games product was profound. Buyers did not want to rely on publishers
who might not deliver new product on time. They wanted the same sort
of assurances that the long established record and book publishers
could supply, with guaranteed releases of new titles and buyback arrangements
for overstocks. Mastertronic set out to provide these assurances.
While other publishers based their marketing strategy on the output
of one or two key programmers, Mastertronic cast its net wide and
aimed to have a constant flow of new titles.
Unlike its competitors Mastertronic did not entrust the storage and
distribution of its products to wholesalers. Determined to control
the distribution process, the directors set up their own warehouse.
In the early days this was a cellar in Paul Street in the unfashionable
part of the City of London. Most of the employees were casual labourers.
To take on the overheads of a warehouse was a bold step, one which
very few publishers would ever do. But for Mastertronic, the key was
to keep promises about delivery. No publisher working through a wholesaler
could guarantee when products would be issued. A customer buying from
Mastertronic could, if he wished, go to the warehouse and collect
his goods there and then. Running the warehouse kept the directors
in touch with the physical side of the business. They were forced
to understand how to pack games, what sorts of packaging broke in
transit, what sort of labelling was required by retailers, and every
aspect of distribution.
Mastertronic also notably pioneered the "colour coding"
for games by having a coloured triangle on the top right hand corner
of the front and rectangles on the inlay spine with the catalogue
number and format:, Spectrum games were yellow, C64 were red and Amstrad
were orange. This led many software houses to use variations on this
theme but keep the colour coding so people could easily identify the
format. Retailers, who understood very little about computer games,
liked this system and it enhanced the professional image of the company.
Sourcing the product
Because Mastertronic was a publisher not a software
house its first big problem was to find the product. One important
source was Mr. Chip, a software house run by Doug Braisby. (The business
still exists and is now called Magnetic Fields). The games he sourced
sold 395,000 copies in the first 15 months of Mastertronic's life
(to June 1985). But this achievement was eclipsed by another key source,
the brothers David and Richard Darling, themselves destined to become
major players in the industry. They had their own publishing company,
Galactic Software. Having mastered the art of quickly developing games
for the Vic and C64, the Darlings set up a partnership with Mastertronic
which gave them both a royalty and a share of the profits on the sales
of their games. Some of the Galactic back catalogue was republished
alongside newly-written games. The partnership was astonishingly successful.
In that hectic first 15 months nearly 750,000 games written by the
Darlings were sold, netting them some £85000. Professional programmers
would have been glad of such sales. For two boys of school age this
was evidence that games were likely to be better than education and
as soon as they could the Darlings left school, terminated the deal
with Mastertronic and set up a new company, Codemasters.
To put these two sources in perspective, about 2.1 million units were
sold of all titles in that first 15 months. Thus the deals with Braisby
and the Darlings secured 55% of the early Mastertronic sales. Later
on, as Mastertronic became known. many people approached us with finished
games, or just ideas, keen for us to publish their work.
The early Mastertronic games were produced for the computer formats
that were dominant at the time. The Vic C64 and Spectrum were the
main machines. The marketing strategy required a flow of titles so
that retailers had compelling reasons to keep the games prominent
in their shops, and to attract and hold the interests of the consumers.
Between April and June 1984 Mastertronic launched 32 titles: 13 on
the C64 , 7 on the Vic, 9 on the Spectrum, 2 on BBC and 1 on the Dragon.
7 titles were by the Darlings, 8 by Mr Chip and 4 by CME software.
Almost all were derivative, based on popular arcade games. Hence we
had Spectipede on BBC and Spectrum based on Centipede,
Munch Mania on C64 based on Pacman etc. But a couple
of titles stood out – the Darling’s BMX Racers on C64, and
Vegas Jackpot on C64 and Vic by Mr Chip. BMX Racers
was not, I think, based on an arcade game and it was the first of
a number of extremely successful games aimed directly at young boys,
unlike most of the arcade games that used abstract Space Wars concepts.
340,000 were sold. Vegas Jackpot sold nearly 300,000 units,
including a rare version for the Dragon. I don't know why. What is
the point of playing a simulated fruit machine on a computer when
the only point of a fruit machine is to gamble?
Great care was paid to the appearance of the games and to the image
of the publisher. Quality artwork was commissioned for the inlay covers.
Some of these pictures, particularly those with science fiction themes,
undoubtedly helped many an undistinguished game to sell. There was
a Mastertronic logo and colour coding to help retailers identify the
computer format. The three key suppliers – the tape copier, the arthouse
and the printers – were all geared to fast responses. They understood
that it was often crucial to get a certain number of titles out each
month.
Pricing and profitability
In 1983-4 most computer games retailed in the UK at
prices between £4.99 and £7.99. Retailers disliked cheaper
games because they made less profit and the public were suspicious
of the quality of “budget” games (quite rightly so in the majority
of cases). Mastertronic games were priced at £1.99. How could
we do it?
At that time all computer games in the UK and Europe
were distributed on cassette tape, similar to that used for musical
recordings. Computers using floppy disks were available, most notably
the C64 and the models aimed at business, such as the Apple, Commodore
Pet and Tandy ranges. But these were mainly sold in the US. In Europe
the cheaper tape-based models had the overwhelming part of the games
market. Games were short, reflecting the limited memory capacities
of the computers. The largest was the C64, with its supposed 64000
bytes of memory. In fact the amount available to run programs was
about 38000 bytes, the rest being used by the computer for internal
operations. Computer code that filled this space fitted onto a short
length of tape that could load in about 5 minutes. For a reasonable
print run, a tape duplicator could produce copies for about 25 pence
each. Mastertronic, aiming for large product runs, bought its tapes
at 22 pence (some assistance was gained in the directors having part
ownership of the tape duplicator). Inlay cards cost about 3 pence
each. The artwork cost anything up to £1000; assuming a print
run of 20,000 this reduced to 5p per unit. Other distribution costs
might add 5 pence in total.
So a game could be duplicated and put out to market for a total cost
of some 35 pence. The other main cost was the software itself. Games
could be purchased outright but most authors wanted royalties, not
wishing to lose out in case of success.
The standard deal that was offered in 1984 was an advance of £2000
and a royalty rate of 10 pence a unit. Many young authors were very
happy to take this, especially when Mastertronic went on to sell 50,000
copies or more. In later years royalty deals moved closer to the standards
in book publishing with royalties based on a percentage of receipts
but in 1984 this would have made no difference -all games were sold
at the same price anyway.
Having set the costs, the profit depended on the wholesale price.
Here the calculations work backwards. From a retail price of £1.99,
VAT (15% at the time) took 26p. Retailers expected to make a margin
of 30%. They would therefore not buy at prices higher than about £1.30.
Between this price and the production cost of 45 pence was a margin
wide enough to cover advertising, overheads, the profits of distributors
and (provided there were not too many), the costs of failed titles.
In practice Mastertronic sold to distributors at about 90 pence a
unit, reduced to around 80 pence in the more competitive late 1980s,
and at about £1.30 when able to distribute directly to retailers.
This pricing structure would generate good profits provided sales
were high enough. If the total sales of a title were just 10,000 units
then raw material and distribution cost might be £3000, artwork
and advance to author a further £2500 and the receipts about
£9000. So this would bring a reasonable gross margin of 38%.
But in the early days we easily exceeded 10,000 units per title The
10 C64 titles released at the start of Mastertronic's life sold on
average 40,000 in the first year and over 50,000 before being withdrawn
from sale. The Vic titles achieved 44,000. Surprisingly the early
Spectrum releases did less well but still averaged 28,000.
Budget pricing was proved to be perfectly viable provided
that most titles achieved good sales, and in the fast growing market
of 1984–6, at the “pocket-money” price point of £1.99, they
did.
The company matures
 |
Rapid growth required more staff
and the development of internal systems for accounting, sales, stock
control and royalties. The company left George Street for a flat
overlooking Regent’s Park in a block everyone called Park Lawn (it
was actually named Park Lorne). By now there was a games buyer,
John Maxwell, with two assistants and some PR, accounting and secretarial
staff. |
|
| John Maxwell |
|
|
I joined in August 1985 as Financial Controller. I
had to put in financial systems and replace a useless computer system
with something suitable for such a fast-growing business. Because
we relied on outside sourcing for all our games, we were scrupulous
about keeping good records and paying royalties promptly (four times
a year). This was one of my key responsibilities. It also brought
me into contact with many of the programmers.
Park Lorne was too small and in September 1985 Mastertronic
found new offices in Paul Street (where our warehouse was situated).
We stayed there until merging with Virgin Games in September 1988.
New models of computers began complicating the business,
because we now had to consider whether it was worth making conversions
of existing hits and what to do about new games. The more types of
computer, the less shelf space available for each individual format
in the shops so that in a way this reduced the choice of games. The
Amstrad, C16, MSX and Atari computers all became established in this
year. Few of our competitors took much notice of the C16 and for a
while we were the only company with a range of games for this machine.
Each title sold in huge quantities. For example Squirm on
the C64 sold 41,000 but a year later the C16 version sold 82,000
In late 1985 we launched the MAD label, this stood
for 'Mastertronic's Added Dimension' and was the first, deliberate,
step away from the "pure budget" game. MAD games retailed
at £2.99 and were intended to be better quality. The range was
launched with a party on a boat on the Thames where the authors demonstrated
the first games in the range -The Last V8, Master Of Magic, Spellbound
and Hero Of The Golden Talisman
The MAD launch was an exception to our policy of not
spending a lot on marketing. Our competitors spent plenty on advertising,
mainly in magazines. We rarely advertised. This probably reduced the
amount of editorial coverage about the company and “puffs” for forthcoming
releases but I think we got fair reviews once games were released.
The press had been fairly contemptuous of us at first. In 1985 there
was a grudging acceptance that budget games were at least value for
money and some as good as any full price product. In 1986 Mastertronic
became “cool”.
We began to be deluged with games, game ideas and
propositions. Sample tapes arrived daily and were placed in the "magic
postbox" for evaluation. People would walk in off the street
and if we liked what they had we would sign them up there and then.
I once overheard Frank Herman asking a hopeful programmer if he had
an Amiga. When the kid said he did not, Frank told him to take a spare
one from our own testing area. The popular TV show "Jim'll fix
it" featured us creating a game for a youngster. This was marketed
as "Supertrolley" and featured a cover with a cartoon Jimmy
Savile.
Some programmers visited us regularly. I enjoyed meeting
guys like David Jones (Magic Knight series), Clive Brooker
(Empire strikes back, One Man & His Droid, Lap of the Gods),
Kevin Green (Skyjet, Flash Gordon, Space Hunter), Jim
Ferrari (King Tut, Human Race, Hollywood or Bust). Now and
then Rob Hubbard would pop in to hand over his latest tune. We even
had the shaggy-haired one, Jeff Minter himself.
Several programmers worked for the company for a while
as technical advisors - Stephen Curtis (Nonterraqueous, Soul of
a Robot, Into Oblivion) Richard Aplin (Destructo, Fly Spy,
Ultimate Combat Mission) Tony Takoushi(Frenesis, Hyperforce).
A few vanished without trace and I was unable to pay
them outstanding royalties. Where are you now, Nigel Johnstone (The
Captive, Spooks), Paul Ranson (converted Bump Set
Spike to Amstrad / Spectrum) Raymond Tredoux (Star Force
Nova), Sean DeBray (who sold the same game as Ghettoblaster
to Virgin and Streetbeat to Mastertronic)?
(Thanks to this website another missing person, Mark
Srebalius (Phantom Attack, Rockman, Rest in Peace), got in
contact; alas too late to claim any money due to him)
In 1986 the business outgrew the little warehouse
in Paul Street. We outsourced distribution to a packaging company
in Dagenham, confusingly called Masterpack (I can’t remember if this
name was just co-incidence or if the packaging company renamed itself
when it got our business). We soon became the biggest customer of
Masterpack and eventually had our own dedicated warehouse on the site.
In this we continued to be different to nearly all of our competitors
who relied upon wholesalers to stock and distribute their product.
International growth
 |
| Martin Alper |
Software had been sold in the USA from the beginning
by a local distributor. In 1986 Martin Alper, who had the most marketing
flair, went to California to set up Mastertronic Inc. This company
could only distribute C64 games at the start because all the other
8 bit computers were virtually unknown in the USA. Gradually Martin
introduced games for the new 16 bit machines and Mastertronic Inc
began to take on a different profile to the UK based business. Links
with US software houses provided a new source of games and the label
“Entertainment USA” was created to showcase these in Europe. This
was balanced by another label, Bulldog ("Best of British"),
which took its name from one of our customers who we acquired when
they were on the verge of going bust.
We also found exclusive distributors in the major
European markets and thus created the impression of a truly international
group. In France and Germany we formed Mastertronic SA and Mastertronic
GmbH, owning 51% of the shares in each with the local distributor
keeping 49%. (When we tried to register the name in France we faced
obstruction from the literal minded authorities who protested that
the word was neither a real name nor that of a product and was therefore
unacceptable.).
 |
|
Alan
Sharam |
The UK company was now managed by Frank Herman, whilst
Alan Sharam increasingly specialised in sales and logistics (warehousing,
packaging, controlling production schedules).
Around the late summer of 1986, we recruited Geoff
Heath as Director of Marketing. Geoff had run both Activision and
latterly Melbourne House. He was a heavyweight in the games industry
and his appointment marked a step up in Mastertronic's internal development.
His long term target was to bring us into full price software.
16 bit computers became popular and for the first
time the quality of games for the home machines such as the Amiga
and Atari ST seemed similar to those in arcade machines. The 16 bit
range was launched, appropriately enough, on a new label called 16-Blitz
although the name was not used for very long.
Mastertronic Inc began to develop a range of new
arcade games that would run equally well on home computers. We agreed
to buy a large number of Amiga chips from Commodore to power the new
arcade machines. This venture, called Arcadia, nearly killed the company
because the project developed slowly and the games were poor quality
and not well suited for arcades. This demonstrated a weakness in our
setup - any games player could have explained that a home computer
game is fundamentally different in design to an arcade game. But nobody
asked games players.
Dominance in UK distribution
The success of the budget range and the growing influence
of Mastertronic led to us becoming the main supplier of both budget
and full price software to a number of major retailers in the UK,
notably Toys'R'Us and Woolworths. Some full price publishers were
happy to let us rerelease their older product at a budget price and
of course this was easy business for us. The "Richochet"
label was born, featuring in particular games from Activision Martech
and US Gold. We also created a special label, Rackit/Rebound for Hewson.
I doubt if acting as a wholesaler was really in our best interests
- it was very distracting and time-consuming for all the staff, quite
expensive because we had to a lot of special packaging, and led to
a neglect of the budget business.
Melbourne House
We had always steered clear of full-price software
but changed direction radically in 1987. Mastertronic bought the famous
UK publisher Melbourne House, when that company was struggling with
financial problems, from its Australian holding company Beam Software.
Melbourne House kept its label identity and a few of the staff joined
the Mastertronic team, notably Rachel Davies the marketing manager,
and general manager Martin Corrall. Ironically they were reunited
with their old boss, Geoff Heath.This move meant that we had first
refusal on re-releases of games such as the Hobbit, Lord
of the Rings and The Way Of The Exploding Fist.
However the main justification for the purchase was to provide a vehicle
for the sale of full price games, a market from which Mastertronic
had previously excluded itself, and in particular as a sales outlet
for the home version of arcade games. I disagreed with the purchase
because we could have easily launched our label with the £850,000
purchase price (although legal disputes about work in progress meant
that we only paid over part of the price).
Virgin buys in
In 1987, following negotiations between Herman and
Richard Branson, Virgin Group purchased the 45% of shares held by
the outside investment group. In that year Mastertronic's turnover
was about £8 million and pre-tax profit £1 million. The
deal valued the group at around £10 million. The remaining 55%
was held by Alper (25%), Herman (20%) and Sharam (10%) and they sold
out in 1988 in a highly complex deal which required their continuing
involvement in the business and achievement of profit and cashflow
targets. The company was renamed the 'Mastertronic Group Ltd', and
later was merged with Virgin Games to create 'Virgin Mastertronic'.
In September 1988 we left Paul Street and joined forces
with the Virgin Games staff in their mews offices in a side turning
off Portobello Road in London’s Notting Hill. This signalled the beginning
of the end of the key Mastertronic budget business. Virgin were not
really interested in it – they wanted our Sega franchise (see below).
The decline and fall of the budget empire
The graph shows the volume of budget games sold in
the UK and European markets between 1984 and 1990. The seasons run
from July to June, except 1984.5 which begins in April 1984. (I do
not have equivalent figures for USA sales by Mastertronic Inc). We
peaked in 1986 and then sales declined almost as fast as they grew.
The number of titles released actually increased in 1987/8 so the
unit sales per title were falling rapidly, eroding the profitability
of the business to the point that there seemed no point in continuing.
The decline had several reasons –
new competition in the budget market from companies like Codemasters
and from full price publishers like US Gold releasing their own
budget labels
The
growing market for 16 bit computers. We produced budget games for
these but there was never the same buoyancy in this market. Perhaps
people felt that having bought a more expensive computer they should
only buy more expensive games
Loss
of interest by the management of Mastertronic – the absorption of
Melbourne House and the merger with Virgin took up huge amounts
of management time (including my own). There was almost nobody to
take an active interest in the budget business, even though this
was the cash cow that made everything else possible.
Declining
quality of budget games – this a personal view. We had begun to
rely heavily on a few software houses – such as Binary Design, Icon
Design, Palmer Acoustics – and less on individuals. We paid the
software houses large advances (in some cases for games they never
delivered) and had less money available to pay to solo programmers.
The high pressure and lack of experience in the software houses
tended toward formulaic and highly derivative games. These in turn
did not impress the customers and the reputation of Mastertronic
declined.
The
revival of the games console market, spearheaded by the Nintendo
Famicom and Sega Master System. Fortunately this was one development
that we were heavily involved in ourselves.
Sega
Frank Herman, in early 1987, spotted that Sega had
no UK distributor for the Master System range. We applied and were
appointed distributor for one year. Martin Corrall, who was somewhat
at a loose end after the absorption of Melbourne House, was the ideal
manager for this new line of business. We sold all we could get that
year, the UK distributorship was renewed and in addition we were appointed
as distributors in France and Germany, and thus was born the huge
business that was to become Sega Europe. In 1991 the group turnover
was around £100 million, a phenomenal growth. Nearly all of
the sales, and certainly all of the profit, came from Sega products.
Staff numbers soared but the traditional games publishing side began
to be neglected. Full price games such as Golden Axe and Supremacy
were achieving significant results and making the budget business
seem irrelevant.
In early 1991 Sega expressed interest in taking over
the business. Virgin Group was happy to sell (probably to raise cash
for the airline). Sega had no interest in the games publishing side.
As a result nearly all the staff moved over to Sega when they bought
the business that summer and only a handful of Virgin games programmers
stayed with the publishing side (quickly renamed Virgin Interactive
Entertainment). By that time the budget business was dying and nobody
cared about it. In any case the competition had become intense as
everyone was now recycling their old full price games as budget games.
And of course the kids who used to buy C64s and Spectrums were now
buying Segas and Nintendos.
After the Sega takeover Frank became deputy Managing
Director of Sega Europe and Alan was Managing Director of Sega UK.
Martin stayed with Virgin and continued to head up VIE for several
years, remaining resident in the US. And I also moved to Sega where
I became European IT Manager.
Footnote
Sometime around 1992-3 VIE pulled out of budget games
altogether and the Mastertronic name disappeared from view. Quantities
of unsold games came back from the retailers and some are still being
sold today. Somehow the name continues to bring back memories. There
must be many thousands of kids who could not afford the more expensive
games and who were able to enjoy gaming thanks to Mastertronic. The
business really was unique -it could not be replicated today. Games
are now developed by teams of programmers and designers and typical
retail prices are £30 - £45. The days when a teenager could
walk unannounced into an office, load up a tape and instantly be offered
a publishing deal have gone. But there was really a time when this happened.
It is beginning to feel like a legendary era but it was only twenty
years ago.
In August 2003 Mastertronic was reborn. The name was
used to launch a new range of budget games, all of which had previously
done well as full price titles. My ex-boss Frank Herman joined them
in March 2004, resuming his old position as Chairman. There is no relation
between the new company and the old, other than the name, but I will
keep a friendly eye on them anyway.
© Anthony Guter - April 2004
|