GAMESEDITEURS ★ THE POWER OF ZEN|Computing with the Amstrad) ★

C.R.L (Computing with the Amstrad)CRL
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ROBIN NIXON finds out about Zen and the art of programming at whizzkid software house CRL

CRL was set up six years ago by its present managing director Clement Chambers when he was still only 18. Being an enthusiast, he saw the growth potential of the still-young home computer industry.

To get things going he advertised for freelance programmers in a computing magazine. The response was excellent and led to CRL marketing its first programs for the ZX81 and Spectrum.

A string of successes followed, including Rescue, Derby Day, Handicap Golf, and Test Match, which was CRL's biggest selling title until 1985, when The Rocky Horror Show and then Tau Ceti took over that position.

At first Clement was both managing director and sole employee, but as business increased during the first quarter of 1983 it became necessary to take on two employees. They were a secretary/receptionist to handle the large numbers of calls, and Tim Vernon who started as a general assistant and ended up international sales director before he left in 1986.


From left to right: Jeff Lee , Jay Derrett , Mike Hodges , Jon Law , Andy Stoddart

Expansion continued, and by the end of 1983 CRL had a team of in house programmers. In July 1984 the company had been so successful it went public and moved to larger premises of 2000 sq ft. During that year the main releases included Glider Pilot, Glug Glug, Omega Run, Grand National and many more.

To handle its ever-growing need to produce more games with greater quality CRL hired a graphics designer, and on Tim Vernon's departure recruited Greg Duffield to succeed him.

In 1986 two new labels were created. The first was Nu Wave which, was set up with a catalogue of innovative and experimental software aimed at computer owners who, tired of the usual arcade and adventure games, were looking for something different. The second was Alpha-Omega, later re-launched as The Power House , which is beginning to make inroads into the budget market. At the same time as Nu Wave was breaking into the market, CRL moved again to even larger premises (5750 sq ft) which it named the Zen Room. That year Mike Hodges joined the team as the new creative director.

Among CRL's major productions were: Blade Runner, Space Doubt, Pilgrim, SAS Raid, and The Image System. One game released in 1986-Dracula - claimed a first by having a 15 certificate slapped on it, much to CRL's delight. Even more copies were sold than expected, as people bought it to see what was so gory.

Since then, probably because blood and guts proved so successful, it bettered that feat with Jack the Ripper which got an 18 certificate.

Now, CRL has outlived virtually all its original competitors. How has it survived? Having spent a day with the company, I would say one of the answers is the dedication of everyone involved.

Creative director Mike Hodges >>

The atmosphere is very friendly, -they're always bouncing ideas off each other in a sort of creative ordered chaos.

The programmers each have a stereo by their micros, and there's a store of mattresses in the back room on which to crash out after a hard night's programming. They get used quite often, as the programmers almost live and breathe the software they're creating.

Mike Hodges introduced me to some of the team, all of whom enthusiastically demonstrated the projects they're working on.

Some of the software they're writing for the ST and Amiga is brilliant, with the best sampled sound I've heard so far.

And they've not forgotten the good old CPC with Ballbreaker II in the pipeline.

As many of you will remember, Ballbreaker is a 3D Breakout, both fast and very addictive. It has entertaining features such as frogs that hop up and down and, if you're not careful, pounce on your bat.

There's also a conversion from the Commodore of I Alien where you play an alien who has been captured by humans and try to escape through a vast maze while they're asleep. You then have to get into an underground complex and find an escape module.

Another game to be released soon is Oink!. Yes, for those officianadds of the comic, this is Oink! the computer game. CRL has worked closely with the writers, and the game is based around four characters from the comic.

The idea is that you are the editor and have to play four arcade games as well as possible to attain a high score, which in turn rewards you with higher circulation and more pages. The extra pages have to be filled by adding panels which have been written by the Oink! team and make up full stories on completion.

Another reason for CRL's success lies in Clement Chambers himself. He has a vision of the future where software houses, the record industry, and film and TV companies will combine to produce “total experience" games.

He says that as soon as the home micro's power is big enough CRL will be there at the forefront. Imagine a game with the graphics of Star Wars or 2001 having a one-hour stereo sound track, and using modern film and record production techniques. According to Clement it isn't too far away.

An insight into Clement's world can be gained through some of the things he says. While we were down at the pub for lunchtime refreshments (having been driven there in the company Toyota Crown - number plate CRL!) he remarked on how he felt he was becoming a dinosaur, and had visited the Natural History Museum to see some dinosaurs (presumably so that he could make sure he wasn't resembling one too closely).

To keep in touch with the younger generation - he's only 24! - he buys records by the Beastie Boys and other new groups. Not that he particularly likes them, but that's what a lot of kids are buying at the moment.

But it isn't only Clement who runs the show. He, Mike Hodges and the rest of the team all pool their ideas to come up with software they believe in. Then they work hard to achieve a finished product as near to the original specification as possible.

CRL has really gone places and has its mind set firmly on the future. Look out for many more top quality releases to emerge from the programming den at the Zen Room.

CWTA

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L'Amstrad CPC est une machine 8 bits à base d'un Z80 à 4MHz. Le premier de la gamme fut le CPC 464 en 1984, équipé d'un lecteur de cassettes intégré il se plaçait en concurrent  du Commodore C64 beaucoup plus compliqué à utiliser et plus cher. Ce fut un réel succès et sorti cette même années le CPC 664 équipé d'un lecteur de disquettes trois pouces intégré. Sa vie fut de courte durée puisqu'en 1985 il fut remplacé par le CPC 6128 qui était plus compact, plus soigné et surtout qui avait 128Ko de RAM au lieu de 64Ko.