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                   The Hewson Express 
                    Sinclair User, October 1985 
                  The unstoppable Hewson Consultants has been steaming ahead for half a decade. Chris Bourne talks to the man on the footplate.  
                  FIVE YEARS is a long, long time in this business. Five years 
                    ago, the ZX-80 was hailed as a breakthrough at under £100. 
                    Five years ago, people were building Nascom computers from 
                    kits, and computer magazines, such as there were, printed 
                    listings of Othello for the UK101 or Acorn Atom. The prince 
                    of machines was the Commodore PET. There were no Amstrads. 
                    No Orics. No VIC 20s, BBCs, MSXs, C64s, Spectrums or QLs. 
                    And there were no games. Computers were not supposed to be 
                    about playing games, bought off the shelf. They were about 
                    writing your own, because it was an interesting way of learning 
                    how to program. It was all very earnest, the obsessive hobby 
                    of a tiny minority. And one of the few, the very few, software 
                    companies to have started back then, and still going today 
                    is Hewson Consultants, now celebrating its fifth birthday. 
                   
                  Andrew Hewson is well known to readers of Sinclair User 
                    through his Helpline column, which has been informing, and 
                    occasionally baffling, folks with revelations about machine 
                    code ever since the magazine began. But he's also the founder, 
                    and managing director, of Hewson Consultants, set up on a 
                    shoestring in 1980, and now an expanding business infiltrating 
                    the charts with programs such as Dragontorc and Southern 
                    Belle.  
                  Andrew's a chemical physicist by education - he did a degree 
                    at Sussex University. In 1972 he started working at the British 
                    Museum assessing the age of objects by radiocarbon dating. 
                   
                  "In 1973 the Museum got a computer," says Andrew. 
                    "It was a big step forward. Businesses used computers 
                    for things like insurance, and doing gas bills and so on. 
                    But in the last ten years or so it's made an enormous difference 
                    to science." The museum was one of the first organisations 
                    outside the big universities to acquire a computer for research 
                    work, rather than as a filing or accounting system.  
                  Since nobody at the Museum could program it, an expert was 
                    brought in to run it, and Andrew learned how to program from 
                    him. "I learned good habits," says Andrew. "You 
                    have to take it slowly when you program. It was a 16-bit Hewlett 
                    Packard with a 64K memory. The memory was a set of ferrite 
                    rings which lived in a drawer. We had a couple of tape drives, 
                    a disc drive and a printer, and the operating system had to 
                    work frantically to keep it all going."  
                  After seven years at the Brit, Andrew joined NERC, one of 
                    those much-derided quangoes. He moved to Oxfordshire and is 
                    still there.  
                  "I'd been up to Manchester with my boss, and on the 
                    way home we stopped off at the Wimpy in Stratford-upon-Avon 
                    for a cuppa. He started talking about the ZX-80 and how wonderful 
                    it was." Andrew was not impressed. "I said, "you 
                    must be joking!" and started listing all the reasons 
                    why the machine was awful. He said, "look at the price". 
                    And the penny dropped."  
                  Andrew leans back, puts his hands behind his head, and explains 
                    how, if you wanted a system with any equipment - printers, 
                    discs or whatever - you needed about £2,000. "So 
                    I bought a ZX-80 and played around with it. You only get one 
                    life."  
                  Right from the start it was business. Andrew was interested 
                    in making money, not acquiring a hobby. "I had a wife 
                    and two kids and a mortgage." He taps his head. "If 
                    I'm as clever as I think I am - no, that's not right. If you 
                    think "I can do this", then there's an easy way 
                    to prove it."  
                  What also made Andrew keen to set up his own business was 
                    an increasing dislike of the sort of organisation he was working 
                    for. "I learned that in fixed institutions, the job was 
                    never going to be more than it already was. Those places don't 
                    care if you spend ten years on some obscure project if it 
                    produces 'knowledge'. I got fed up with it."  
                  Andrew's one of those people who are concerned to analyse 
                    carefully what they do. "What isn't apparent to the public 
                    is the effect of government cutbacks and what it generates 
                    in the civil service. Look at the teachers - they're desperately 
                    anxious about the future of their profession. It was the same 
                    in government science departments. "It's always difficult 
                    to look back on your own motives" he adds, cautiously. 
                   
                  So, Andrew hummed and hawed a bit and then got down to uncovering 
                    the innards of the ZX-80. "It was a breath of fresh air, 
                    the first computer I'd ever worked with where you could get 
                    at all of it. Usually you are given the ground rules - operating 
                    system, language and so on." What he means is the way 
                    you can inspect the ROM of Sinclair machines easily, and write 
                    directly in machine code.  
                  Andrew's first move was logical. All his moves are logical. 
                    Having discovered the ROM he wrote a book, Hints and Tips 
                    for the ZX-80. "People were interested in books. 
                    That book was why I'm now doing the Sinclair User column. 
                    It's about things like clearing a part of the display, or 
                    how variables are stored."  
                  Hewson Consultants was thus formed on a mere £500 of 
                    capital. The consultant part was because Andrew also did some 
                    consultancy work. Logical, remember. The book was a success, 
                    and became Hints and Tips for the ZX-81 when that computer 
                    was released. By November of 1981, Andrew was working incredibly 
                    long hours, splitting his time between NERC and the new business, 
                    with help from his wife, Janet. It was then that his brother 
                    Gordon joined the business as Sales Director to take some 
                    of the administrative load off Andrew's shoulders.  
                  Utilities were the thing in those days. The home computer 
                    market was supposed to be stuffed with would-be programmers 
                    - a real hobbyist's market. Andrew brought out Programmer's 
                    Toolkit for the ZX-81.  
                  Virtually all companies receive bundles of unsolicited games 
                    from programmers, and that's how Mike Male got involved. He 
                    was an air traffic controller at Heathrow, and sent in a flight 
                    simulation called Pilot. It was very slow. John Hardman 
                    sent in Puckman "in just the same way. It sold 
                    quite nicely, thank you." All the games were sold mail 
                    order and duplicated the hard way. On a cassette deck, by 
                    hand.  
                  Nineteen eighty-two began as the year of the RAM pack and 
                    Andrew bought in a load of them to sell. It ended as the year 
                    of the Spectrum. By then Hewson Consultants had a proper office, 
                    a scruffy little place in Wallingford. Andrew, true to form, 
                    decided he was going to write a book about the Spectrum.  
                  "People then were avid to know how things worked. Books 
                    can no longer carry them forward - but when people ask, "what 
                    can I do with my computer?" they still go down to WH 
                    Smith."  
                  Andrew worked night and day, he says, to complete 20 Best 
                    Programs for the Sinclair Spectrum. "You know what 
                    listings are like," says Andrew, sympathising with our 
                    own problems at Sinclair User in trying to help people 
                    type them in correctly. "We still get people phoning 
                    up about Index File."  
                  Mike Male was now working on Nightflite and Heathrow 
                    Air Traffic Control, still beavering away at simulating 
                    flight one way or the other. The system at Hewson involves 
                    giving programmers their head. If the first game is successful, 
                    a new one is immediately discussed. According to Andrew, being 
                    good to your authors is one of the most important aspects 
                    of maintaining a sound business base.  
                  "It's very easy to find people who'll write software. 
                    It's very difficult to find someone who can write good software. 
                    We've grown and prospered by keeping faith with our authors." 
                    That means if Mike wants to write simulations, Andrew won't 
                    try and force him to do arcade games.  
                  At about the same time, Kim Topley was writing Quest, 
                    a text adventure with pictures. Quest is surely one 
                    of the most underrated of adventures - a role-playing game 
                    with spells, weapons, and extremely difficult problems. It's 
                    main failing is that it's slow - you have to wait for minutes 
                    to build up your energy if you get wounded, and there is no 
                    way of restarting a lost game. Kim followed up Quest 
                    with Fantasia Diamond, a wacky number with plenty of 
                    humour which probably went down better.  
                  With such a wide range of products already out, most companies 
                    might have regarded themselves as home and dry. Ready for 
                    the Porsche, and the long summer break in the Bahamas? Not 
                    Andrew.  
                  "It wasn't until 1983 that we seriously believed this 
                    hula-hoop craze was strong enough to build an entire business 
                    around. We decided to take it seriously. I left NERC in mid-83 
                    and by the end of that year we were bursting out of Wallingford. 
                    Shipping out tapes for Christmas was exciting but also murder." 
                   
                  So the company moved to bigger premises on a Didcot industrial 
                    estate, and installed a duplicating plant which had been bought 
                    earlier. "We did it because we couldn't get guaranteed 
                    supplies of our software. I'd say it was the right decision 
                    for the future. " Hewson is one of the very few software 
                    houses who do this - most use commercial duplicating firms. 
                   
                  "From my experience in laboratories, I knew equipment 
                    was not a doddle. It never is. Our father is another chemist, 
                    and although he knew it wouldn't be easy, he was prepared 
                    to take it on. It works because of a combination of money, 
                    the right reason, and the key person to do it."  
                  The plant starts with an ordinary, battered, cheap cassette 
                    deck. The program is loaded into the Spectrum from that, and 
                    then SAVEd to a reel-to-reel ReVox tape deck. That master 
                    tape sends the program to the Binmaster machine, which sends 
                    cassette tape flying through a series of heads and rollers 
                    at high speed, duplicating the program. That tape settles 
                    in bins, and a "wodge" is put on the tape to mark 
                    the end of each program. Another machine delivers blank cassettes 
                    containing nothing but transparent head tape, which it cuts, 
                    splices in the program tape, cuts at the "wodge", 
                    splices again, and drops into a box. The final stage is to 
                    stick on the labels with a solvent and pack them up.  
                   In 
                    August of 1983 Steve Turner (right) arrived. He's the 
                    man behind Avalon and Dragontorc, and the masterly 
                    graphics system which leads Andrew to talk about computer 
                    movies with uncharacteristic enthusiasm. Usually he makes 
                    quietly deprecating comments such as "we did all right 
                    with that" or "it's a nice little program." 
                   
                  Steve, by pure coincidence, went to the same school as Andrew. 
                    One feature of all Hewson's authors is their comparatively 
                    high age. "Whiz kids may be all the fashion," says 
                    Andrew, "but Mike, Kim and Steve are all in their thirties. 
                    they don't give up until a program is 105 per cent complete. 
                    That's experience showing through."  
                  Steve produced a series of 3D space games first - Seiddab 
                    Attack, Space Wars and Lunattack. Andrew 
                    admits now that as games, they were not overly successful 
                    or particularly good, but the programming was rather more 
                    sophisticated than met the eye. "Steve's series built 
                    a base, and a strategy, to carry him forward. Avalon 
                    and Dragontorc came out of the wireframe graphics system 
                    on the Space Wars series."  
                  The entire history of Hewson Consultants, though without 
                    any of the spectacular failures of many companies, is like 
                    a microcosm of the software industry generally. Every product 
                    has been precisely the sort of program, or book, which fitted 
                    the market as it existed. Avalon and Dragontorc 
                    are Hewson's response to the demand for arcade-adventure hybrids, 
                    still high and apparently unabated. But keeping up with the 
                    times is not the whole story. Andrew and Gordon both insist 
                    on the need for quality and atmosphere in games.  
                  "What happens in a book?" asks Andrew, getting 
                    all philosophical after his lunch. "You know it's good 
                    because of an image that stays in your mind. We can't produce 
                    Hollywood special effects, but the same things apply in different 
                    moods to other styles. And the authors are very important 
                    - we always promote them as themselves. The Hewson name is 
                    simply a guarantee of standard."  
                  Southern Belle, the train simulation, had been at 
                    the back of Mike Male's mind for some time, and after he finished 
                    a new version of Heathrow ATC he teamed up with a friend 
                    of his - a railway buff. While nothing has yet been decided, 
                    it seems likely that Southern Belle will spawn other, 
                    railway-related simulations in the future. Andrew's been pleasantly 
                    surprised by the response so far. He claims he's had a phone 
                    call from one customer who said he'd bought a Spectrum simply 
                    in order to play it.  
                  That brings the lengthy saga up the present. Hewson now employs 
                    a team of four in-house programmers, working on conversions 
                    and such products as an assembler, Zapp, for the Amstrad. 
                    The main authors remain freelance. Programming is always done 
                    on the machine the game is for.  
                  In future we can expect to see another Steve Turner game, 
                    Astroclone, "sort of Maroc in the 23rd Century." 
                    The idea is to take the graphics and game ideas of the Avalon 
                    series into a science fiction setting. There's also Sphinx 
                    [released as Pyracurse], about which Andrew is more 
                    reticent. He says it's going to be a "scrolling multi-character 
                    adventure with a recognisably different graphics system." 
                    That's being written by a new face at Hewson's, Mark Goodall. 
                   
                  There's a tremendous diversity in products at Hewson's, hut 
                    the key is surely in the simple, unassuming professionalism 
                    of the entire outfit. "It's a rather boring story," 
                    says Andrew, "I'm not sure if it's really what your readers 
                    want to hear."  
                  The story may not be full of spectacular successes and close 
                    squeaks with disaster, but the achievement of producing, slowly 
                    but surely, what Andrew describes as "the complete software 
                    publishers" from £500 and a ZX-80 is reassuring 
                    in such a volatile industry. See you for your tenth birthday, 
                    Andrew - and keep the Helplines coming.  
                   
                   
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