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Press Cuttings
This article in Amstrad User, August 1986, captures Mastertronic
in highly confident mood. The distractions of full-price software, increasing
competition in the budget market and the heavy costs of financing arcade
machine development and Melbourne House were in the future. Martin Alper
was on the verge of moving to Southern California to set up Mastertronic
Inc. and the company was finding favour from many of the high street stores
that had previously scorned to stock budget software.
The author made the common mistake of calling Alan Sharam
"Alan Sharman".
‘We are the kings of Budget'
Mastertronic
has conquered the software scene by creating low cost titles. Jerry Muir
went to see what goes on at its London HG.

The Mastertronic team
hard at work on their executive relaxation toy
(L to R Martin Alper, John Maxwell, Alison
Beasley, Alan Sharam)
In just two years Mastertronic has come a long, long way. The company
that created the £1 game and then went onto drag itself up from
its bargain basement roots, now dominates the charts and boasts sales
of well over five million tapes. Not bad in anybody’s books.
Tucked away to the east of the City of London, the company’s offices house
the usual collection of micros. Commodores share desks with Spectrums
and, of course, the all important Amstrads, while redundant machines retire
under benches.
Not that much programming goes on here, but there’s a lot of program evaluation
to be done. Mastertronic has no trouble tempting programmers to submit
their latest offerings.
This is where the company’s day to day business is conducted and it’s
here that I’m to interview Martin Alper, Alan Sharman and John Maxwell
about the phenomenal rise of the company which dared challenge the spiralling
price of software.
The room contains the usual office paraphernalia plus a Bally Space Invaders
pinball table. This provides invaluable therapy when the going gets tough
- the ultimate executive toy. It’s
surely a sign of Mastertronic’s success that a second table is to be ordered.
At the time of our conversation it was just two days before the Mastertronic
team packed their bags for a week at the Chicago Consumer Electronics
Show. Everyone was busy making last minute arrangements and news had just
come through that they had won awards for three of their programs, to
add to the two prizes from 1985.
In the midst of the phone calls and the rejoicing I asked Martin Alper,
one of the original three directors, how the idea of pocket money software
came about.
" We launched in April of 1984 and go back six months before that.
The idea stemmed from a friend who had a duplication plant for data cassettes.
We were in discussion with him about the cost of duplicating computer
games an we started to do some research into the market and found that
what was costing a low price was in fact ending up in the shops at a very
high price". That friend now provides Mastertronic’s in-house duplication.
" We took a bold marketing decision that if we were to go strictly
for volume we could bring the cost down to a budget level, although we
had no intention of bringing the quality down".
None of the original triumvirate had been involved in computers. "As
we were planning the launch we approached a software company, which John
Maxwell was part of, to source a product. We’d tried to source it in the
States and found it was very expensive at that time, and that the royalty
rates being asked were too high, so we turned back to the UK.
A matter of marketing
At this stage Alan Sharman drags himself from his constantly ringing telephone
to tell me about the search for those first releases.
" Initially we looked through the magazines and contacted almost
every software house that was there to see if there was anyone who would
be willing to let us publish their programs. We found some, had some samples
sent up to us, and then selected from there.
As Martin recalls: "We were all three of us involved in successful
businesses already and it was strictly a marketing exercise. We had no
idea how successful it was going to be. And it effectively happened within
eight weeks. We were more than just successful - we were incredibly successful.
" We had taken one or two very bold marketing moves. We contacted
the main retailers well ahead of our launch warning them that the price
of software was about to crash. Some major retailers listened and were
very interested. And we realised, after discussion with them, that it
was more likely to be a success than a failure.
" We then decided to put a lot of money and effort into it and we
spent a lot of time developing the packaging, logos and point of sale
material. This was all thought out well in advance"
Dealing with distribution
Less dramatic than the sudden drop in price, though equally important
in the marketing strategy, was the use of alternative forms of distribution.
Martin already had a team of salesmen for his video products and decided
to call a sales conference. Everybody was enthusiastic about the idea
and suggested other reps. A 62-strong sales team was created, freeing
Mastertronic from the existing distribution channels.
" We approached the main retailers and all the independents direct
and decided to pitch at unusual forms of distribution - unusual to the
software
industry but not to others. We took a leaf out of the record industry’s
book and went for newsagents, where budget records are distributed. And
that was very successful". In the two years since then Mastertronic’s
patterns of distribution have hardened and today most of its product goes
through mainstream retailers.
Martin still sees the full price labels as separate from the budget ranges.
"We’re an impulse buy and people who walk into a petrol station or
a newsagent are there to spend £2 on a packet of cigarettes or a
magazine. People who are going to spend £10 or £12 on a piece
of software go into a computer shop and want specialist advice, maybe
needing a lot of coaxing to buy it. It’s premeditated purchase".
The man who’s responsible for making sure the buyers remain impulsive
is John Maxwell, who joined the company in July 1984 to oversee the development
of products. When I describe some of the early programs as "less
than inspiring" there is much laughter. "We haven’t had such
flattery for a long time", John says.
However, more seriously he adds: "Assessing a program is a very subjective
thing. All the programs we published had something going for them. Some
lacked graphics but had playability. Overall we have made our mistakes
but if you consider the number we’ve published, which is something in
the region of 150 titles, and look through our sales records
you’ll find very few have sold badly".
The initial thrust was at the arcade gamers, though soon after the group
moved into adventures. In the first year two million £1.99s passed
across the counters of Britain. Martin says the graph of sales is a 45
degree upward slope! "This year I would expect us to sell well over
six or seven million units which makes us one of the largest software
producers in the world".
The speedy initial growth caused a few problems in itself but, as Martin
says: "Although the industry viewed us like lepers, the public viewed
us like Robin Hood. They forgave us some of our mistakes and we very,
very quickly built up a substantial operation". The three directors
left their previous companies and became full time board members.
" We had one advantage over most other software companies of the
time. We had money behind us and we had researched the market. We didn’t
do this as an ad hoc thing and knew what our contingency plans were. We
had our own in-house duplication facility, our own distribution facility
and our own warehouse within a few weeks. We weren’t beholden to anybody.
And when Websters and the other major distributors came on stream, which
they did after a few months, everything slotted into place".
When the time came to enter the Amstrad market, Mastertronic already had
some strong titles. Finders Keepers was the first of David Jones’s Magic
Knight adventures with their brilliantly simple pull down menu control
system.
Chiller shot up the charts, helped by a little controversy and a speedy
name change from Thriller when representatives of Michael Jackson made
angry noises. John Maxwell is quite happy about this though. After all
- no publicity is bad publicity!
Charting success
When it comes to the charts, Martin doesn’t think Mastertronic has always
been fairly represented. "The problem is that we were always outselling
most other games but the method of assessing the charts means we had to
be in certain distribution points which we weren’t. So although we were
outselling in terms of volume we weren’t appearing until we began to make
an impact in Boots. We were probably always there, from eight weeks of
launch".
The constant appearance of Mastertronic titles riding high is all the
more amazing because sampling comes primarily from computer shops, which
do not provide its main outlets. And further problems have occurred with
MicroScope’s chart, often taken as the industry standard, which has tried
to exclude budget priced games. This low price ghetto has created problems
of its own - the only titles that appear are Mastertronic. MicroScope
is now requesting that the £2.99 games are listed under Mastertronic’s
Mad name to break the monotony.
Mad games were launched last October with a lavish Thames boat trip which
obody who was present will forget - and which cost slightly more than
£1.99. The thinking behind the range was that it should be an outlet
for more ambitious programs, not that there are difficulties maintaining
the £1.99 price.
" We wanted a marketing experiment to see if we could put extra effort
into programming", Martin says, "and we truly believe that our
£2.99 games are the equal of any full price software. Butto get
that standard of programming takes an extra few months and extra capital
investment and that can’t be recouped at £1.99".
Programming success
Soon programmers were coming to Mastertronic, according to John Maxwell.
"We had quite a lot of publicity because of the price breakthrough
and quite a few programmers sent in work for assessment". There are
distinct benefits for the person who comes to the company. "He joins
a very successful and knowledgeable team, and generally is paid more profitably
than some of the other software companies. The volume makes up for the
amount of royalty and quite a few programmers have earned considerable
sums from Mastertronic".
" One team of two programmers", adds Martin, "in one year
earned more than £200,000. The correlation between volume and royalties
is something that some programmers don’t understand. We give them a vast
volume for perhaps a lower royalty. We also give them far greater exposure.
But more important, we back our programmers. We help them. We pay our
royalties extremely promptly - often before we’ve been paid for the goods
we’ve shipped".
Such loyalty is demonstrated by David Jones, who has remained with Mastertronic
for his two subsequent Magic Knight adventures. "It’s a very small
industry. Programmers talk to each other and we guard our good name jealously.
" I don’t think we’ve ever lost a programmer - maybe just one. They’re
happy with what we offer them - providing they’re top class. We’re looking
all the time for better and better programmers. We still have an incredible
appetite for gameswriters - we don’t get enough.
Best sellers
Currently Finders. Keepers and Nonterraqueous are selling well, but probably
the best seller of all time for the company is Formula One Simulator,
a program which has gained a new lease of life from its budget re-release
after very lukewarm reactions to its initial full-price launch.
" Ridiculed or not, the fact is that we’ve sold more than 400,000
copies", says Martin.
This isn’t the only Mastertronic title to receive a less than favourable
critical reaction - Action Biker gathered some bad reviews too. But Mastertronic
has ridden such criticism. Perhaps this can be explained by people taking
a chance with a £1.99 game, which they wouldn’t with a full priced
product.
" And we have a very loyal following", Martin tells me. "We
get sacks full of letters. They collect every game we publish. They can
buy five games of ours for the price of a mainstream product, If one of
those is bad or they don’t like it they’re still streets ahead".
There’s still a problem of prejudice though. "Critics can be very
unkind to us. There is still a little bit of snob in the software industry.
We constantly ask to be judged not on our price or value for money but
the quality of our software. It has to be good. That’s John’s criteria
for publishing software, and that’s how we’re trying to be judged in the
States too".
Across the pond
The move into the notoriously difficult US market was planned from the
start. As early as 12 weeks after its launch, Mastertronic was exhibiting
at the Chicago CES. "We’d made a dedicated decision to go for the
American market as well. Now that takes a lot of bottle and a lot of capital
investment. We’re the only British company to sit it out.
" It’s taken a lot longer in the States. They weren’t just sitting
there waiting for an English company to come and take the market apart.
But I think that in just two years we’ve achieved the most remarkable
results. And we’re now being besieged by a flood of imitators. Everyone
is trying to jump on the Mastertronic bandwagon out there. Again we’ve
established a very big lead. We are the kings of budget".
Alan again breaks away from his last minute Chicago planning. "It’s
a very different operation from doing full price software, which people
don’t realise. The average price of games in the States is $35 -£24
for the same games they can buy here. We’re selling there for $9".
" American taste is totally different from ours. Our success is in
the strict arcade format. They don’t tend to go in for animated arcade
adventures or anything too complex. They do like very cleverly programmed,
skilful arcade games
Martin’s trip to the States will be a one way affair -he’s going to take
over the American side of the operation. "It’s already being run
effectively by remote control by the three of us here, but it does need
one of us full-time over there to make the day to day decisions."
One problem he’s preparing to face is scale. "Almost every phone
call you make is long distance. If you say, ‘I’ll pop over to see you,
even in a State the distances may be two or three hundred miles. That’s
considered near. Distribution is a severe headache and they won’t take
anything second rate".
The American operation provides a two-way trade and one reason for Martin’s
Californian base is to be nearer the centre of programming activity. "There
is an enormous pool of very skilful programming talent in the States,
but it’s difficult to tap because of the distances and it’s difficult
for a UK software house to use it because talking about programs on the
telephone, even using modems, isn’t very effective. You need to discuss
your ideas face to face".
While Americans might be slow to accept British software the same isn’t
true the other way around. "All software will sell over here. The
British have an incredible appetite for software whereas the American
market is very blinkered".
When it comes to British competitors for the budget crown Martin says,
"It’s a game strictly for professionals. Most of the other people
who’ve tried it are restrained by the fact that they’re trying to run
a full price software label as well. That’s their big headache. There
s always a conflict between which way you’re going to go.
" Mastertronic won’t be going in for more expensive software because
it’s not an idea we believe in. We consider full price software to be
our price".
This also stops Amstrad disc-based software appearing, at least in the
near future, because of the cost of the discs themselves. It’s a pity
because the Ski Writer word processor is one of this year’s Chicago triumphs.
Into the future
Looking ahead, the end of 1987 will see another major step forward for
Mastertronic when it goes public, selling shares in the company. A few
days earlier the third director, Frank Herman, had told me over the phone
that they would be looking for capitalisation to develop new projects,
which could include the use of laser discs as a storage medium.
Martin tells me that the company watches all technological developments
but only gets interested when it can produce them cheaper than anybody
else. As John says, laser discs are the subject of much research, especially
in Japan. "You can see the altimate computer game of the future being
like taking an active role in a film".
Another area the company will be prepared for is the 16-bit revolution.
According to Martin all the best American programmers are working for
these machines now and he adds: "We’re already doing ST software.
Whether it’s going to be released in the UK remains to be seen".
John reckons that "It’s bound to happen eventually over here, probably
in about 18 months. Somebody will develop a computer with the right marketing
and the right quality at the right price" - I’d bet that Alan Sugar
is a prime contender for this role and Martin’s question to me about the
IBM-compatible would suggest that his mind is working along similar lines.
The Chicago CES products include Digital Integration’s Speed King, English
Software’s Electra Glide and even Ocean’s World Series Baseball, going
by the name of Slugger and selling at $9 compared with the $30 prices
of competing baseball games. Not surprisingly it has been a great success.
Other companies are clearly finding it profitable to take advantage of
Mastertronic’s positioning in the US.
As the interview nears its end I’m treated to a preview of two new releases
for the Amstrad by PR person, Alison Beasley. First up is Radzone, a very
attractive collecting game in which you have to gather radioactive isotopes
from a planet before they eat through your radiation suit. It’s a strangely
relevant topic, but Alison denies that the company masterminded Chernobyl
as a publicity stunt!
The other program was in a very early state, but even this preview was
enough to thrill. Storm is a version of the arcade cult, Gauntlet. What
really sets it apart is that as well as providing a one player hunt through
the mystical castle, there’s also a two player mode, allowing for a more
accurate recreation of the full size machine’s cooperative gameplay. Amazingly
it will sell for only £1.99.
Looking ahead Mastertronic aims, according to Martin, "to consolidate
our position in the market and grow steadily upwards. We’re not greedy.
We just want to establish a principle that £1.99 and £2.99
are the definitive prices and any software of any standard can be produced
within those points".
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