#04
30 ноября 1995 |
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Part 12 - Matthew smith - the legend.
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* PART 12 - MATTHEW SMITH - THE LEGEND *
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Everyone knows the legend of Matthew
Smith, the oft-talked about programmer of
the Miner Willy games, who created Manic
Miner and Jet Set Willy at the tender age
of seventeen. Reproduced below are two
original interviews from 1984 and 1986
where he talks about Miner Willy, Software
Projects and the new games he was
supposedly working on (which have never
appeared...)
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JET SET SMITH
Interview with Matthew Smith
Taken from Sinclair User No.33 - Dec 1984
Life after Willy
Matthew Smith struck gold with Manic
Miner. Chris Bourne beards him in his
jet-set pit.
THE RECEPTION area is stylish. Sofas which
engulf anybody foolhardy enough to sit
upon them. Muted prints of Parisian
posters. A small pile of neatly stacked
brown paper parcels. Clean carpets. No
empty gin bottles. Matthew Smith, the
creator of Manic Miner and Jet Set Willy,
seems light years away. All is order and
calm. Where are the chaotic by-products of
the mind which created the animated toilet
seats, the pirouetting rabbits, the
eternal off-licence or the kangaroo above
The Vat. The madness is here, somewhere,
beneath the surface. But where?
Alan Maton enters, tall and nervous,
always in motion. He is the managing
director of Software Projects, if such
titles have meaning. His looks are faintly
reminiscent of a youthful Jimmy Hill. He
does not look like a managing director.
Inside his office, chaos begins to
surface. It is the usual office chaos of
overflowing desks and not enough ashtrays.
"It's not a smokeless zone" says Alan. "I
don't think it's even a nuclear free zone.
There should be an ashtray somewhere . "
Alan hunts for an ashtray. The coffee
machine supplies a substitute in the form
of a plastic cup. The coffee machine
claims to be unable to produce coffee.
"It's lying" says Alan. "How many sugars?"
Alan produces a cassette of Jet Set Willy
for the Commodore 64, a new conversion of
the program. The latest Software Projects
cassettes are manufactured in blue
plastic. "Nobody else does them" says
Alan. "You have to get them ordered
specially." The idea is to prevent piracy
of the commercial sort which passes off
duplicated cassettes under similar
packaging to the original product. Alan
rummages about for the finished product.
Even the transparent section of tape at
the beginning of the cassette has the
magic words printed there. You may gather
that Software Projects takes piracy
seriously.
Alan's sense of humour becomes more overt
as the conversation continues. Liverpool
people are notorious for their sense of
humour. It is a process of
acclimatisation, of course. If reporters
were directly confronted with Matthew
Smith there might be trouble. Eventually,
Alan decides that the time has come.
"Let's go and see if they've cleaned the
straw out of Matthew's cage" he says.
Matthew Smith lives in the zoo, along with
the seven other contract programmers
employed by Software Projects. The zoo is
an area of the building set aside for the
programmers. It is not at all plush, quite
unlike the reception area. To reach it you
must climb a concrete staircase, and then
wait for someone to unlock the door. Alan
has a key, of course. The animals respect
him.
If Alan is the Head Keeper, Matthew is the
star exhibit, the money-spinner. He looks
up from a conversation with two other
inmates as Alan approaches. Alan explains
about the interview.
'Do you want to do the interview?' asks
Alan.
'No' says Matthew, tossing back his head
and laughing, his long black hair
rearranging itself to hang down in the new
position.He doesn't really mean it.
Matthew was born in Penge, in Surrey, that
butt of a hundred jokes about suburban
life. When he was seven his family moved
to Wallasey. He attended the local
comprehensive, Mosslands on the Marsh. He
learned nothing about computers, and left
at sixteen.
His first computer was a Christmas present
in 1979, when he was a mere stripling of
twelve or thirteen. "It was a 4K TRS-80. I
had been asking for one every day for six
months, because I wanted to take it to
bits to find out how it worked. I was very
into electronics."
Truth to tell, he looks today as if he was
once into electronics. His lank hair hangs
down to his collarbone. He wears a white,
evidently drip-dry, nylon shirt and
indeterminate trousers. He has no socks,
just a pair of heavy sandals. He is
clearly a one-time electrician. Or an
off-duty journalist. "I didn't take it to
bits because it already worked quite
well," says Matthew. "I learned Level One
Basic on it, which was no use for anything
at all. I started learning machine code.
It was tough. There were virtually no
books at all, except a really heavy one by
Rodney Zaks."
Having discovered the delights of Level
One 'Useless' Basic he gave up writing
arcade games. "It was two years before I
got anything out of it. The first games
were shoot-em-up games. That was what
everybody played then." The break came in
a shop. The local Tandy shop played host
to teenagers on a Saturday morning in
those days, encouraging them to come in
and program or play with the computers. It
was fun for the kids, and good publicity
for Tandy, who could demonstrate that
'even' children could program their
machines.
"People say software houses in Liverpool
are to do with unemployment,' says Alan.
"It's not true. It's to do with people.
Like the Tandy store, and Micro -Digital,
getting people in there hacking away.
Without them there wouldn't have been much
in the Liverpool area."
Liverpool is indeed a sort of Silicon
Valley of software houses, with Software
Projects, Bug-Byte, the now defunct
Imagine, Voyager and even personnel from
companies not based in Liverpool, such as
Ocean Software. Hit Squad readers will be
familiar with Steve Kelly, Chris Urquart
and Mike Singleton, all Liverpudlians.
Matthew knew a friend who frequented the
Tandy shop, Chris Cannon, now a Software
Projects programmer. Chris Cannon knew
Eugene Evans, who was writing programs for
Bug-Byte. Eugene was later to become the
star programmer at Imagine.
"Chris managed to con one of the
new-fangled Spectrums out of BugByte,"
says Matthew who, unable to afford a
Spectrum, asked for one on loan too and
said he would write a game. He showed the
company what he had done on the TRS 80 and
was offered a freelance contract for three
games. The first was Styx. "Trouble was, I
ran out of memory halfway through. It was
only a 16K Spectrum. That's why there are
lots of empty gaps in the game. It was a
shoot-em-up game loosely based on
Tutankhamun. I wrote it on the Tandy for
the Spectrum, and wrote a routine to make
a Spectrum read Tandy tapes. I kept
dreaming of a disc drive."
Thus the Manic Miner legend was born. Alan
Maton, then despatch manager for Bug-Byte,
wanted a game similar in concept to Donkey
Kong, which had been an enormous success
in amusement arcades. Matthew suggested a
game with eight or maybe even 16 screens.
Such an arcade game had not been attempted
before, not with fixed layout screens.
"The name was Alan's," says Matthew.
"Eugene said 'I don't think it will work,'
which proves what he knows."
Miner Willy starts the legend
Matthew got to work on Manic Miner, using
a Model III Tandy, with colour and sound.
"I did 16 screens, and then worked out a
way of adding another four. It was
finished in August 1983." The game used
core code routines for most of the basic
action, but special routines were
introduced for particular events on each
screen. "It upset the people trying to do
a conversion to another machine, " says
Matthew. "People working on the Solar
Power Generator become sick."
Yes. Sick. Matthew's games are distinctive
for their sense of humour. "It started
with a skit on Eugene Evans," says
Matthew, reclining on his yellow foam
mattress and smiling benevolently at the
thought of Eugene. "The animated toilet
seats were my little brother's idea. He
wanted toilet seats in the game." Anthony
Smith was three at the time.
Matthew's modesty is disturbing. Is that
all there is to it, a few ideas borrowed
from elsewhere? "No. I was fed up with
little green monsters." Alan decided to
leave Bug Byte and set up on his own
account. For six weeks he ran Acme, part
of the Creative Technology Group set up by
Imagine overlord Bruce Everiss. He still
receives letters from lawyers as to who
owned what and who was paid what. "I was
only there for six weeks," moans Alan,
plaintively.
Matthew also wanted to leave Bug Byte.
According to him, there was a small matter
of royalties owing. "I would have been
quite happy to leave Manic Miner with them
but they bent the contract," he says. Alan
explains. "The royalties were to be paid
for the duplication of cassettes, not
their sale. The contract was only a few
sentences. They were almost verbal
agreements in those days."
"They ran up a huge debt," says Matthew.
"It was Ь25,000 at one time. I kept asking
for some of it. Whenever I called in they
either fobbed me off or
refused to see me. Eventually we agreed to
cancel the agreement. I had sold Styx to
them but they only had a licence to
produce Manic Miner, which I cancelled."
Whatever the rights or wrongs of the
business, and business in Liverpool
certainly seems unnecessarily complicated,
Smith joined up with Alan Maton and his
wife Soo to found Software Projects.
Liverpool entrepreneur Tommy Barton joined
them and later Colin Stokes moved over
from Imagine, following the notorious
bugging incident in which his telephone
was tapped.
Alan is anxious to dispel ideas that
Liverpool is a sort of Silicon Dallas.
"It's a very friendly industry. There are
no hard feelings between me and Tony Badon
at Bug Byte, for instance. As a matter of
fact, we're having a meal together. We're
good friends."
Matthew settles back and talks about Jet
Set Willy. Jet Set Willy is said to be the
biggest selling computer game in Britain.
Work on Jet Set Willy began even before
Matthew had left Bug-Byte. He does not
like giving away many of his programming
secrets, but it will be a surprise to some
to learn that the music, which plays
continuously throughout the game, does not
use an interrupt.
"The first instruction in the program is
'disable all interrupts'" he claims. "It's
just move-a-tiny-little-bit,
BEEP-a-tiny-little-bit. Have you noticed,
the more lives you lose, the worse the
music gets?" Few will have noticed. The
music is unutterably disgusting anyway, a
maniac, stunted version of If I Were A
Rich Man, even worse than the original.
The most POKEd game of all time?
Bugs crept into the game, because of the
pressure from distributors and retailers
for the new game. That is the reason for
the secrecy surrounding the third and
final part of the trilogy.
Bugs include the double score for some of
the objects and the major problem which
relocates quantities of monsters after a
player has passed through the Attic.
Software Projects originally announced
that this was a deliberate ploy to make
the return journey through the house much
more difficult. "Great, isn't it?" grins
Alan. "There's no such thing as a bug in a
game." The humour became wilder. Some of
the names for the rooms are obscure to the
point of perversity. Was it true that 'We
must perform a Quirkafleeg' derives from a
cartoon in that comic beloved of hippies,
The Furry Freak Brolhers? "Yes" says
Matthew. "I've been reading those comics
for years, Furry Freak, and Fat Freddy's
Cat. So does Alan."
"You told me it was a Norwegian Folk
Dance," says Alan, accusingly. He does an
impression of a massage from the Swedish
Prime Minister.
It is indeed the zoo, and no matter how
involved the conversation becomes one is
inescapably drawn back to it. Some people
never leave the zoo. Stuart Fotherington
[sic], a punkish leather'n'studs
programmer, has not been home for days.
"They know their job's on the line," says
Alan. "People see everybody wandering
around and think, they're idle. But as
long as they produce a program, we don't
care how they do it. Some of them sleep
here. Come on, Stuart, when did you last
go home?"
Stuart considers. "Saturday," he says,
uncertainly. Today is Tuesday. "They've
all got keys," says Alan. "I haven't got a
key," says Matthew. "Well go and get one,"
says Alan. Matthew snorts.
Rumours abound that the next game is Willy
Meets the Taxman with Willy forced to pay
up for his Jet Set Willy lifestyle. No
decisions have been taken, says Alan.
Certainly the new game will be based
around the further exploits of Willy.
Matthew wants to have a hardware-based
game, involving some sort of extra ROM
chip which could be used for programming
applications as well as forming an
integral part of the new game.
In the meantime the company is releasing a
new game, Lode Runner, for the Spectrum.
It will be another levels and ladders game
but with the facility to design your own
screens as well as use the ones provided.
The graphics are clear but simple, with
blocks to be collected and white ladders
connecting layers of brickwork. Alan
explains how wonderful the game is. It is
being marketed under licence from
Broederbond, an American software house
which has had a great success with the
game.
For most people, however, the success of
Software Projects centres around Matthew
and his unorthodox imagination. He is now
the most famous programmer in the country,
the embodiment of the otherwise spurious
myth of the schoolboy millionaire. What
does it feel like to be a cult? "A what?"
frowns Matthew. "Am I? You only become a
star when people ask for your autograph."
"They do," Alan informs him. "They ask for
signed posters." Matthew pretends to look
puzzled. "I forge your signature,"
explains Alan, helpfully. "I try not to be
conscious of it" says Matthew,
self-consciously, eyes glued to the table.
"Stardom doesn't really appeal. Too much
hassle. I happen to be doing something
that sells well. Anything that is really
interesting to do should make money."
Alan explains his ideal game is something
like MUD, the Essex University Multi-User
Dungeon in which many players can
participate simultaneously and interact.
Matthew says he thinks we are approaching
the sort of game he would like to write.
"It won't be written on the Spectrum
first," he says. "We'll get someone to
convert it."
Matthew's lifestyle is experimental. Alan
says Matthew has discovered the sixties.
"I don't do a lot" says Matthew.
"Computing was my only hobby but I don't
do that any more. I like partying, getting
drunk and falling over a lot." He explains
how he went to a nightclub recently
dressed in a toga, 'as an experiment'.
"Will they let you back again?" says Alan.
"Not in a toga," says Matthew darkly.
Unlike many programmers, Matthew is still
a fan of computer games. "If I had to be
shut in a room with one Spectrum tape it
would have to be Atic Atac" he says. "It's
closer to what Jet Set Willy should have
been than Jet Set Willy as it is."
Unusually, Matthew does not entirely
approve of games, although he plays and
makes a living from them. "I think it is
harmful playing games - as well as writing
them. Computers are going to have to stop
giving out gamma radiation, keyboards have
to go. Computers should be totally
adaptable machines. I can see them being
used - well, in a toothbrush, to keep the
bristles at the right angle."
Matthew expands on his view of the future.
"Things get hairy when we get machines
which are more intelligent than us," he
says. "I keep going on to Alan and Tommy
when they are planning to take over the
world. I want to lead a simple life. I
think a lot of people do. The world can't
sustain itself. The time comes when we
can't all be comfortable and happy and
warm and fed. We have to blow ourselves up
or find a way of being contented. There is
not enough land. True communists are
people who live in communes, villages,
tribes. I'd like to live like that, but
always with the communications we've got.
There should be an end to cities. Cities
should have walls around them to keep the
city in."
Matthew contrasts himself with that other
star programmer, Jeff Minter, whose Grid
Wars series for Commodore machines rapidly
achieved cult status. "What I don't like
about Minter games is they're not a
simulation of any kind of real problem.
I'm not into simulated violence. It's not
really that much fun." Minter claims
Matthew's games are boring because there
is a single route to success. "The single
route doesn't present new problems," says
Matthew, "but one fixed problem allows it
to be a real scorcher. It's bad to
encourage violence . " What about the foot
that crushes Willy if he loses? Is that a
violent image? "No" says Matthew, firmly.
"The foot is comedy. Comedy is important
to negate violence."
Matthew returns to his work, and we take
our leave of the zoo. Alan telephones for
a cab. The coffee machine produces one
last cup of murky instant. Alan answers a
call. "No," he says, "there's nobody here.
You'll have to call again in the
morning.". "I have to be my own security
guard," he jokes, replacing the receiver.
"Here's the cab. It should only take
fifteen minutes to the station. Nice to
have met you. Goodbye."
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SHOW US YOUR WILLY!
Interview with Matthew Smith
Taken from Your Sinclair No.2 - Feb 1986
"I s'pose there's not much sex in Jet Set
Willy. Maria's a bit on the stocky side
and as for Esmerelda, she zaps you when
you touch her."
Matthew Smith isn't the tidiest of
programmers. Take the time he went to a
posh restaurant in the Sears Building in
New York. No corduroys, no cut-offs, no
sweat shirts, no sandals - that was the
house rules. Bit of a shame really 'cos
that just about describes Matthew's
wardrobe! Yep, he's a right scruffbag on
the outside, but on the inside - well
that's another matter. Beneath the
crumpled clothes and the hippy hair is a
razor sharp wit and a phenomenal
programming talent. Well, what d'you
expect from the man who created every
(well, nearly every) Speccy owner's
favourite comic character that's right,
the manic jetsetter himself, Miner Willy.
Q. What are you working on at the moment?
A. A Spectrum (big grin!)
Q. Lets rephrase that. Is it true that
you're working on Willy meets the Taxman?
A. No comment. (Even bigger grin!) Oh,
okay yes. I'm designing it and doing the
graphics and there's a team on the
programming. This time Willy's going to be
taller than before - he's grown up since
JSW.
Q. Will it be another platforms and
ladders job like Manic Miner and JSW? A.
There are things that can be described as
platforms but they'll be hidden. And the
baddies, about fifty of 'em, won't be the
stupid bouncing up and down type. They'll
be intelligent - well, all except for the
stupid ones that is!
Q. Is this the end of Willy as we know
him?
A. Yep. He won't even be brought back by
public demand. The platform game's
finished - JSW was the best ever. There's
no new programming ideas in this game -
well it's not really anything to do with
me. They won't even program the game as
I've designed it - must be 'cos I can't
design properly! The only way to get
results is to program myself.
Q. So what you working on at the
moment?
A. No comment (Theres that grin again!)
Well, I am working on a project. It's not
just a game - more a way of life...state
of the art...fast loader....
interactive...it's a mental challenge
controlled by the computer and....
pheweee...Everything but the games called
Limbo - in fact, everything's in Limbo.
And when you stop playing, you go into
Limbo too! It's also an expandable game so
don't think you'll get away with buying
just one tape. And it'll take advantage of
different memory sizes. It'll work on a
normal Spectrum but it'll use the extra
memory of a 128k if you've got one.
Q. Have you got one?
A. Yeah...er,no! Sorry Sinclair! I saw one
on my holidays in Italy..er Spain.
Q. What's your favourite new game?
A. The only decent game recently is
Fairlight.
Q. Do you mind people taking the mickey
out of JSW?
A. No, I take the piss myself. That's what
he's there for - he's a bit like Charlie
Chaplin.
Q. Isn't JSW a bit like a waking
nightmare?
A. A woken-up too early nightmare! Most of
the game was planned under the influence
of alcohol and written under the influence
of other noxious sunstances.
Q. D'you think there's anything deeply
psychologically disturbing about your
games. All those Willies and toilets?
A. No. But you'd better ask my analyst. I
s'pose there's not much sex in Jet Set
Willy. Maria's a bit on the stocky side
and as for Esmerelda, she just zaps you
when you go to touch her. Originally you
were going to have to take her to bed -
and then she'd kill you. But I dropped
that for deep psychological reasons.
Hmmmm.
Q. D'you still live at home?
A. (An eavesdropper: I thought everyone
lived at home.) Wherever I lay my hat,
that's my home!
Q. Have you got any fluff in your navel?
A. No..oh, hang on, yes there is some.
Q. What colour is it?
A. Purple.
Q. How old are you now?
A. Nineteen. No longer the boy wonder, eh?
Not over the hill yet though!
Q. Are you a trainspotter?
A. Not since I lost my paintbrush.
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So, the only question that remains is....
Where is he now?? Will anyone ever find
out.....?
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