History of the Oliver Twins

Owners of Blitz Games

"A Twinography"
How it all started...
Our interest in computer games started in 1980 at the age of 12. A school friend, Ivan, showed us his dad's Apple II. He had games like Tax-Man (a copy of Pac-Man), Night Mission (a pinball simulation) and Zork (a text adventure). We spent hours at a time playing these games.Our parents bought a Binatone Console for £20 which had several pre-programmed variations on Pong, but it wasn't the same!

In 1981 our older brother bought a Sinclair ZX81 which had 1K RAM & only a black and white character-mapped screen. Despite its limited appeal, we spent every minute possible trying to write very simple BASIC games on the family TV, games like Pong.

We tried to convince our parents to buy us a computer but it was £200, so we did a newspaper round every morning and evening for around six months and managed to save up for a new computer in 1982 - the Dragon 32. It was great because it was colour and, unlike the Sinclair Spectrum that had just released, it had a proper keyboard. Unfortunately, or maybe fortunately, it never really took off and not many games were released. Those that did appear were so poor that we felt we could write better ones ourselves, and that's what we set out to do.

Our first published work appeared as a "type in" program in Computer & Video Games in 1984. We were paid £50 for this game and we called it Road Runner. This money was hastily invested in a BBC Model B computer which had 7 graphic modes, 32K RAM and a great built-in BASIC & Assembler (or Machine Code) language compiler. It helped us to expand our programming skills and we went on to write the following games…

Black Box and Gambit
Title
Gambit
Format
BBC Model B
Released
April 1984
Publisher
Acornsoft
Black Box and Gambit was our first published game and it came about after we entered a 'Design a Game' competition on a national Saturday morning kids TV show called 'The Saturday Show' and hosted by Jeremy Beadle. We decided to enter and were actually the only people to submit a programmed game on a cassette. We had wanted to write an arcade-style game but we knew our Assembler programming was not good enough yet so instead we used our BASIC knowledge to write a board game. And we won! We were invited on to the show and received a Commodore Monitor as first prize which is still in use at the office today! Not only did the game win first prize but we went on to get it published by the leading publisher of the time - Acornsoft. We were paid the princely sum of £200. It only sold a couple of hundred copies but it was the start we were looking for.

Battlefields
Title
Battlefields
Format
BBC Model B
Released
April 1984
Publisher
BBCSoft
As we were programmers and not artists, we wrote our own art package (called Easy Art) to help us to include graphics in our games and BBCSoft were so impressed that they offered us the chance to create the artwork for a game called Battlefields.

This was such a success that they wanted to commission us to write a book on How to Write Games in BASIC. Unfortunately we were under 18 so the BBC would not sign a contract with minors and the idea was abandoned.

With a published title under our belts, we set about writing more games - all still in BASIC. Assembler and Machine Code was some kind of voodoo magic that we had no hope of understanding - especially as we had no budget for books! We kept going though and continued to produce new games throughout 1984.

Title
Model B Computing
Format
BBC Model B
Released
Summer 1984
Publisher
Acorn User
We were fortunate to discover a new magazine called Model B Computing that wanted to publish games on cassette. It needed lots of game reviews, articles and BASIC games and we contributed heavily for 6 months or so before it was closed down due to poor sales. Although this was short-lived, it gave us the chance to dabble with Assembler.

Tellscope
Title
Tellscope
Format
BBC Model B
Released
Nov 1984
Publisher
Acorn User
Our next project was a game called Tellscope which was based on object recognition and memory. We had drawn about 100 household objects and as each selection scrolled across the screen the player had to type in what they had seen, with more objects displayed each time. This only sold through mail order from the magazine and we're not sure that they sold all that many copies because when we asked for a few complementary ones they sent us a box of 250!

What we really wanted to do though was to write arcade-style games. The main challenge remained the graphics and there were no simple tools for transferring our designs to the screen. People at this time were drawing mosaics on to gridded paper and then converting them by hand into the numbers that represented the correct colours on screen. These were then laboriously typed into data statements. And even after all that it would still take around one second to calculate the drawing of a single pixel - which when it leaked was immensely frustrating. Our time was too precious to waste so we set about mastering Assembler and created our own drawing tool. The fill feature in Assembler was a must and it all ran SO fast, probably 20-50 times faster than BASIC. It also had the advantage that you could squeeze as much as 32K (well, 8K after you took away the screen and system RAM). Once we'd got to grips with this new language we could at last create our first arcade-style title.

Cavey
Title
Cavey
Format
BBC Model B
Released
Oct 1984
Publisher
Players
As Cavey was our first Arcade game we didn't want to be too ambitious so we decided to do a simple title like Space Invaders. To directly copy was clearly not an option so we changed the theme, taking the idea back in time to a caveman running back and forth along a log that bridged a ravine. Pterodactyls swooped across from side to side and dropped rocks on you while you threw spears back at them. Of course, the more spears you launched the more you had to avoid as they turned and fell back towards you.

We sent this to Acornsoft to see if they would publish it and were told that if we could speed it up they'd be interested. This was our first game in Assembler and, with nobody to teach us, we'd learnt the hard way and made a real mess of it. Acornsoft thought it could be good enough though so we had to have a go at speeding it up. We ended up dissembling sections and unscrambling the code while we looked for any way to make it faster.

We soon found that the slowest part of the program was the section that drew graphics to the screen, largely because the screen layout on the BBC was so complex. Our challenge was to speed this up yet still fit it within the space the previous code occupied. The solution was to read the screen locations from a table. This was the first time we'd used pre-calculated tables and we discovered that they enabled us to store screen locations in a spare bit of memory somewhere else. The amazing thing was that when we ran the code it was about five times faster! Then we had to slow the whole thing down again to make it playable!

Finally we had an arcade game that could be published and even though Acornsoft didn't take it on in the end, it was soon snapped up to be the first game on a new budget label called Players, from a company called Interceptor.

At this point Amstrad released its Amstrad CPC 464 machine which was an upgrade of its first computer and was designed to compete with the Spectrum. It had a disk drive and we had to have it - cassette loading times of 10 minutes plus were killing us (and that's when they did load). Life was too short! Cavey was such a success that we could afford one of these new machines…

EasyArt
Title
Easy Art
Format
Amstrad CPC
Released
Nov 1984
Publisher
Interceptor
After seeing our original BBC Micro version of Easy Art, the head of British Telecom's new software division 'FireBird' commissioned us to write a version for the Amstrad. Unfortunately, a new higher price label was launched while we were working on it and the project was passed to another company.

As we'd already completed work on the program though we were able to approach publishers and soon sold it to Interceptor Software, which had made its name publishing Jeff Minter games on the Commodore VIC20.


Despite the fact that BT didn't publish our version of the art package, they did allow us to keep the money which was just as well since we'd spent it on a car! It was a cheap, rusty old Japanese car but nonetheless it was transport and made all our school friends very jealous!

Panda Sprites
Title
Panda Sprites
Format
Amstrad CPC
Released
February 1985
Publisher
Interceptor
During the process of writing Easy Art we'd found that the main problem of writing a game was the ability to move sprites around the screen quickly. So our next project was to create a package that people could use to draw, file and then display ultra-fast sprites from their own BASIC program. Panda Sprites enabled rapid production of games for anybody who could write in BASIC. It was advertised as a Game Development Tool and was one of the first of its type. We were aware of several games that were published using this system and it allowed everybody to write games more quickly which was a great bonus. Why Panda? It came from our initials 'P and A'.

Magic Maths
Title
Magic Maths
Format
Amstrad CPC
Released
May 1985
Publisher
Players
Educational software had starting appearing by this time and we realised that by using Panda Sprites we could produce some quick games that would be the best in their field. Our first, Magic Maths, took about a week and it asked lots of simple maths questions while monitoring the response times to give a score. For novelty we added some basic digitised speech that read the questions a little like a "Speak and Spell".



Magic Clock
Title
Magic Clock
Format
Amstrad CPC
Released
June 1985
Publisher
Players
Since Magic Maths was so quick and easy, we decided to follow it up with a game to help teach children telling the time. For Magic Clock we drew a picture of a Cuckoo Clock and had various games based on the skill of being able to tell the time. It even had a novel digital time clock, for all those fans of the still relatively new digital watch age!

Killapede
Title
Killapede
Format
Amstrad CPC
Released
August 1985
Publisher
Players
Having written a couple of educational titles, we set about writing another game. Killapede was inspired by one our favourite games Centipede but we added loads of cool new features, including our novel new speech system. This was very well received and scored highly in much of the gaming press, despite the fact that Players never paid us for it.

Amstrad User Review

Killapede 2nd Time
Title
Killapede 2nd time
Format
Amstrad CPC
Released
March 1985
Publisher
Powerhouse
We'd threatened to sell Killapede to another publisher if Players didn't pay us and eventually they called our bluff. We were true to our word and promptly sold the game on to Powerhouse.

Ironically, Powerhouse went bust on releasing it. It was time to find a better publisher.

By this time we had finished our A Levels at Clarendon School in Trowbridge and although our parents wanted us to go to university we were more interested in writing computer games. But we also wanted to get paid! During the summer of 1985 we put together a business plan and convinced our parents that we would take one year out before going to university. We thought that if we were successful enough during that time we could pursue our burning ambition to write computer games for a living.

Everyone around us thought we were mad. They said it was a passing phase and would soon fade. We knew better. Even then we believed that games would be bigger than TV, music and even films. We knew that some day the graphics and sound would be of cinematic quality and people would want to interact with the games they were playing. They would want to be James Bond, not just watch him. All this may have sounded fairly arrogant but we could see the vision and we were hooked!

Obviously our plan hinged on getting paid decent money for the next game. ECTS a national computer trade show was coming up in September, so we decided to write a brand new title and pitch it to new publishers there.