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                   In 
                    The Chip Factory 
                    CRASH, February 1985 
                  Making silicon chips for 
                    microprocessors isn't an easy life as the new HEWSON CONSULTANTS 
                    game Technician Ted shows. ROGER KEAN talks to ANDREW 
                    HEWSON and STEVE MARSDEN who, together with DAVE COOKE, wrote 
                    Technician Ted, a CRASH SMASH this month. 
                  SINCE their emergence from the early days of the arcade copy, 
                    Hewson Consultants have been noted more for their thoughtful 
                    programs like NightFlite and Heathrow ATC. Even 
                    the more arcade-like games in the Seiddab trilogy by Steve 
                    Turner have been thinking games as well as shoot em ups. So 
                    it comes as a surprise to see the latest release from Hewsons, 
                    Technician Ted, which is an exciting platform game. 
                  The two young programmers of Technician Ted are Steve 
                    Marsden (21) and Dave Cooke (23). Dave was unfortunately 
                    at work on the day that Steve and Andrew Hewson came up to 
                    Ludlow to see us. I started off by asking Steve how many games 
                    he had written. 
                  'It's the first commercial program. We've written an assembler, 
                    which is for our own use really, and in fact we've written 
                    this game with our assembler.' 
                  'Have you written any other games before that haven't been 
                    published?' 
                  'No, this is really the very first game. We've been writing 
                    machine code routines over the last four months before we 
                    wrote this game like the music routines for it.' 
                  'The music is quite prominent.' 
                  'The main interest we've got is in the hardware side and 
                    in electronic music, so that's quite important.' 
                   Both 
                    Steve and Dave work for a giant electronics firm which, as 
                    Andrew explained, is where the game idea first came from. 
                  'It's based on the chip factory where they work in Marconi 
                    in Lincoln, a place where they make micro- processors, and 
                    one of the rooms where Steve and Dave work is the silicon 
                    slice store so they're in deep with these chips anyway and 
                    so machine code is nothing new to them. 
                  'So you make chips for Marconi?' I asked, and then wondered 
                    whether Marconi was aware that two of their employees were 
                    'leaking' trade secrets through a computer game. Steve gave 
                    a laugh. 
                  'Yeah, that was a problem! We had to present the processes 
                    as they are but without letting any secrets out.' 
                  'What do you actually do at Marconi?' 
                  'I make silicon chips, transistors and diodes. Computers 
                    aren't a major part of my work. I'm more of a Jekyll and Hyde, 
                    with the chemicals! I didn't really have much experience of 
                    computers before we started. I've been there about two and 
                    a half years now, and Dave's been there since Christmas 83. 
                    He's an engineer.' 
                  'Getting back to Technician Ted, I suppose there's 
                    an inevitable comparison to be made between it and Jet 
                    Set Willy. Do you mind that?' 
                  'Well out of all the games I've ever played on the Spectrum, 
                    Manic Miner and Jet Set Willy were the best 
                    two games I've ever played. I wanted more of that. It wasn't 
                    a question of copying those, just that those - platform games 
                    - are the sort of games I like to play, so naturally I went 
                    that way.' 
                   'How long did it take to write?' 
                  'Part time work we started it in March, got it finished at 
                    the end of August.' 
                  'Do you think that like JSW it will lead to a rash 
                    of POKES? Is it even possible?' 
                  'Well we tried to put the best biasing protection in such 
                    as the tape loading routine. Somewhere in the region of 80000 
                    calculations are performed while it's actually loading to 
                    check that the machine's just switched on. The program's calculated 
                    so even if you manage to get the coding, which you can do 
                    with a tape copier, it's not the actual code anyway. That's 
                    the system, but there's still lots of people who can break 
                    that system.' 
                  'Do you think they will?' 
                  'I'd like to think they could do, yeah, because then we'll 
                    know where we're going wrong,' he said, adding a laugh. 
                  'Have you got anything else in line following on?' 
                  'Yeah, we've got a follow up to this game using the same 
                    character in a different situation, and we're developing techniques 
                    as well. We've talked about this back and forth, and we've 
                    already got material that's ahead of what's in this one.' 
                  'How do you share the work out between the two of you?' 
                  'Well, per byte, you can't say can you? I've looked at about 
                    25% of the code of all the sprites and Dave's done all the 
                    rest of the code. It was a complete mixture, I would do some 
                    of the graphics and Dave would say, I'll write some of this 
                    and some of that and I would do the same thing, and I would 
                    say, well I need the code for this and he would do that. The 
                    next game is going to be a more highly organised affair, this 
                    one was a bit haphazard really. With the next one, hopefully, 
                    we can put a bit more design into it. So we don't go off at 
                    a tangent and then we can produce the best material at the 
                    start.' 
                  'How was Technician Ted programmed?' 
                  'It was all done on the Spectrum. The graphics drawings aids 
                    are all our own programs, we assembled our own toolkit which 
                    we'll probably use again. I think digitising it would be better 
                    for graphics but on this particular game we worked completely 
                    on the keyboard.' 
                  Andrew added, 'He takes a sheet for a routine and then the 
                    routine is written out on that sheet and the interface is 
                    at the top, you know, what it's got to do, and then all that 
                    goes into a folder. Whereas Steve Turner is all hex, I don't 
                    know how he does it. Most of it's carried up here,' he said, 
                    tapping his head wonderingly. 
                  Steve drew out a long slim sheet of paper and waved it tantalisingly 
                    at me. 'We've got the solution to the game worked out, here 
                    it is.' 
                  Refused permission to see the top secret document, I asked 
                    Andrew about playing tips. 
                  'It's very difficult really. What we've done in the instructions 
                    is that we've actually told them the first three tasks are 
                    in a certain area to get them going, because there is a definite 
                    threshold that people have to get over - not the real aficionados, 
                    but you're not selling tied to them, you're selling to everyone 
                    and you want everyone to get going. With Avalon we've dribbled 
                    out bits here and there. We had two sorts of people, those 
                    who couldn't get off the first level, and those who were so 
                    far on we thought, My God, we didn't expect this, not so quickly.' 
                  Talking of Steve Turner, I asked Andrew how the follow up 
                    to Avalon was coming along. It's called The Dragontorc 
                    of Avalon. 
                   'Dragontorc? 
                    Yes it's coming along quite well. I've got a couple of screen 
                    shots here. As you can see it's mostly developments isn't 
                    it? No doors this time, instead you have stone circles and 
                    trees coming in. In a sense it's Avalon Mk II - there's 
                    Maroc sitting in the middle and there's other characters. 
                    He's still got his servant spell, and you're going to be given 
                    a few other spells to begin with. And this time the scenario 
                    is set rather later on. It follows on from Avalon, 
                    but you've got to reunite the five crowns of Britain. The 
                    enemy this time is Morag the Shape Shifter. It should hit 
                    the streets about March the 1st - that's the target date, 
                    but we'll see,' Andrew added with a hopeful shrug. 
                   
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