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Software Publishers - A & F Software

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1. Softography

2. Company History

3. From Then to Now

4. Employee Interviews

 

 
















Softography



Adventure II (1981)

Available on: Atom
Number of Players: 1
Controls: Keyboard

Description
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Early Warning (1981)

Available on: Atom
Number of Players: 1
Controls: Keyboard

Description
There's quite a novel idea behind this game, considering the limited resources of the Atom. Your view is made up of a radar screen which sweeps around and shows up enemies temporarily. Your job is to move the cross hairs to the last known location and fire your weapon to destroy the enemy. This release is both original and entertaining, considering it's age.

Polecat (1982)

Available on: Atom
Number of Players: 1
Controls: Keyboard

Description
A confusing game. You control the R character, and can move around the tunnels. The game is over if the other character catches you. We haven't quite worked out what the goal of all this is ...

 

Space Panic (1982)

Available on: Atom
Number of Players: 1
Controls: Keyboard

Description
-

 

Deathwatch/Minefield (1982)

Available on: BBC, Electron
Number of Players: 1
Controls: Keyboard

Description
-

 

Frogger (1982)

Available on: BBC
Number of Players: 1
Controls: Keyboard

Description

A candidate for the worst conversion ever of Sega's classic arcade game, Frogger. Written in a combination of BASIC and assembler, this conversion features some truly terrible gameplay. There are other ports of Frogger for the BBC Micro which really put this one to shame - most notably Acornsoft's Hopper and Program Power's Croaker. The less said the better.

 

 

Cylon Attack (1982)

 

 

 

 

 

Available on: Atom, BBC (1983)
Written by: Doug Anderson
Number of Players: 1
Controls: Keyboard

Description
Cylon Attack is a first person perspective, space battle shoot-'em-up which sees you, as the sole interceptor pilot, taking on waves of Cylon attack fleets. This original version, probably due to the limitations of the Atom, does not require you to defend an earth supply mother-ship - a feature which was first introduced in the larger, more colourful BBC Micro update. The game is still highly engaging and it's easy to see why its BBC sibling became so popular. Due to it's success on the Acorn range, this game was eventually ported to the ZX Spectrum under the title New Cylon Attack: In Isometric Perspective (3D).

 

 

Planes (1982)

Available on: BBC
Number of Players: 1
Written by: Brian and Marion Clark
Controls: Keyboard

Description

A typical clone of Namco's Galaxian, this version is surprisingly playable considering it's written in BASIC. There are a number of differing waves of colourful invaders and the game is fairly responsive. Overall, there are better versions out there - Acornsoft's Arcadians springs to mind - but this release can still prove to be quite captivating. For some reason, this game was ported to the Acorn Electron and ZX Spectrum under the title Kamikaze.

 

 

Lunar Lander (1982)

Available on: BBC
Number of Players: 1
Written by: R.G.Stamp
Controls: Keyboard

Description

A fore-runner to Superior Software's massively popular Thrust, this title features jerky graphics thanks, once again, to a BASIC implementation. It is colourful, and the screen is redrawn at a larger scale as you reach the planet's surface. The controls are overly complex, however, and the gameplay itself suffers. A less complicated and less colourful, but more entertaining, BASIC version of this game compatible with the BBC Micro, known as Mars Lander, was provided on the Acorn Electron Introductory Cassette supplied freely with the machine when it was launched a year later.

 

 

Pharaohs Tomb (1982)

Available on: Electron
Number of Players: 1
Written by: Brian and Marion Clark
Controls: Keyboard

Description

An RPG with a smattering of fairly large MODE 6 ASCII graphics. Another game which involves you collecting coins, along with a mask, to escape the Pharoahs Tomb, this involves wandering around and solving various puzzles along the way. Although the screens look good at first - considering their BASIC origins - this game is, unfortunately, only likely to appeal to a minority of players.

 

 

Tower of Alos (198#)

Available on: BBC
Number of Players: 1
Written by: D.Howard
Controls: Keyboard

Description

A somewhat tedious RPG made up entirely of ASCII graphics. This BASIC game involves wandering around the main ASCII map, fighting randomly-appearing goblins etc. and collecting gold & experience points to advance your character's level. Only for the die-hard, hardcore ASCII RPGers.

 

 

 

Bouncer (198#)

Available on: BBC 32K
Number of Players: 1
Written by: Brian and Marion Clark
Controls: Keyboard, Joystick

Description

A moderately entertaining game in the style of Atari's Missile Command, which requires you to catch Space Bouncers in the centre of a circle of anti-matter that takes the place of the original's cross hairs. If you take too long, the anti-matter circle hits the ground or a Bouncer hits the side of the circle then a life is lost. This game is written in assembly and therefore responds adequately enough to the keyboard. The graphics are colourful, though they lack detail and the animation suffers quite badly, with the Bouncers moving about in a jerky fashion. Overall, it becomes fairly tiresome after the first couple of stages unless you're a big fan of games of this type. Not the worst A&F game by far, but hardly a classic.

 

Shrinking Professor (1983)

Available on: BBC
Number of Players: 1
Written by: J.Snowden and R.Dunn
Controls: Keyboard

Description

Like Horror Castle, also from A&F, the parser here is limited to two words. The story is straightfoward with you, as the professor, trying to find the crystals that will return you to normal size, after a dropped potion shrinks you to the height of 1 inch. As with the other A&F interactive fiction efforts, this one is unlikely to challenge the dominance of the classic IF games from Level 9 and Acornsoft, but may be worth a look if you're a fan of the genre.

 

Towers of Hanoi (1983)

Available on: BBC
Number of Players: 1
Written by: B & N Clarke
Controls: Keyboard

Description

A BASIC MODE 7 version of the classic, traditional puzzle. This implementation allows up to eight rings to be moved across three towers and animates each move the player selects, whilst timing the duration of the game and identifying the optimal number of moves that can be used. This interpretation also features support for a light pen as well as keyboard input. This is a good, solid and simple adaptation of the original brain-teaser.

 

 

Painter (1983)

Available on: BBC
Number of Players: 1
Written by: D. G. Anderson
Controls: Keyboard

Description

An addictive puzzler based loosely on Taito's arcade classic Qix. The task is to guide your painter around the rectangles, in order to fill them with colour. Along the way, you must avoid the chasers which also patrol the tracks. Your only defense is your own speed and skill and the ability to fire up to three temporary gaps in the lines. Very simple graphics, with equally simple gameplay that add up to a classic puzzler, which should appeal to any fan of the genre.

 

Kamikaze (1983)

Available on: Electron, ZX Spectrum
Number of Players: 1
Written by: Brian and Marion Clark
Controls: Keyboard, Joystick

Description

This is an almost exact clone of the BBC Micro shoot-'em-up Planes, detailed above, which was ported to the Acorn Electron and ZX Spectrum as Kamikaze.

 

Crazy Balloons (1983)

Available on: ZX Spectrum
Number of Players: 1
Written by: Mike Webb
Controls: Keyboard, Joystick

Description

A simple game which requires you to manouevre your balloon to the cyan landing square before the time limit expires. There are extra points available for heading through the coloured sections of the maze. Overall, a very tricky and frustrating game due to the speed with which the balloon changes direction.

 

 

Frogger (1983)

Available on: ZX Spectrum
Number of Players: 1
Written by: ZX Incorporated
Controls: Keyboard, Joystick

Description

The ZX Spectrum port of the Sega classic arcade game Frogger suffers from gameplay on a par with A&F's BBC Micro release, described above. Despite having all the required features of Frogger, the response to key presses during play can only really be described as abysmal.

 

Jungle Fever (1983)

Available on: ZX Spectrum
Number of Players: 1
Written by: Mike Webb
Controls: Keyboard, Joystick

Description

This is a rather primitive game of the Pitfall variety in which you must guide your player past the usual obstacles such as rivers, pits, natives, deadly spiders and crocodiles. The graphics are fairly rudimentary and do not take advantage of the Spectrum's capabilities, resulting in a game that actually looks simpler than the Atari 2600 original. The sound is restricted to basic effects during gameplay and simple tunes between lives. Overall, although colourful, this game quickly becomes tiresome and it doesn't really inspire you to persevere even to the third screen.

 

 

Painter (1983)

Available on: ZX Spectrum
Number of Players: 1
Written by: ASB
Controls: Keyboard, Joystick

Description
A rather formulaic arcade puzzler which sees you filling in the grid between a screenful of paintpots. Overall, quite dull.

 

 

Chuckie Egg (1983)

Available on: ZX Spectrum, BBC, Dragon 32
Number of Players: 4
Controls: Keyboard, Joystick

Description
As Hen-House Harry, the player must collect the twelve eggs positioned in each level, until a countdown timer reaches zero. In addition there are piles of seed which may be collected to increase points and stop the countdown timer for a while, but will otherwise be eaten by hens that patrol the level. If the player touches a hen, he loses a life. Each level is made of solid platforms, ladders and occasionally lift platforms that constantly move upwards but upon leaving the top of the screen will reappear at the bottom.

Eight levels are defined and are played initially under the watch of a giant caged duck. Upon completion of all eight the levels are played again without hens, but now pursued by the freed duck who is not affected by the positioning of platforms. A second completion of all eight levels yields a third play through with both hens and the duck. A fourth pass introduces additional hens. Finally, a fifth pass has the duck and additional hens moving at a greater speed. If the player completes all forty levels then they advance to 'level 41' which is in fact exactly the same as level 33. This feature was unusual as most BBC Micro games returned the user to level one.

The player starts with five lives, but an extra life is awarded every 10,000 points.

 

Copter Capers (198#)

Available on: BBC 32K
Number of Players: 1
Written by: David Tolchard and Jeffrey Siddle
Controls: Keyboard, Joystick

Description

An entertaining clone of Sega's classic arcade game Choplifter, which appeared on many platforms of this period (it first appeared on the Apple II). The game itself involves rescuing hostages, one at a time, from the sea and dropping them off on land, whilst avoiding fire from submarines and the heat seeking missiles dropped by the patrolling airship. You are provided with a strictly limited supply of fuel for your helicopter and ammunition in the form of guns and depth charges. Every couple of levels you need to land your helicopter as close to the centre of the landing pad as you can, in a bonus stage. As the game is written in machine code, the helicopter responds well to the controls and there are lots of flashy effects used to polish off the experience. All in all, an enjoyable early BBC Micro release.

 

180 Darts (198#)

Available on: BBC 32K
Number of Players: 1
Written by: G.R. Owen
Controls: Keyboard, Joystick

Description
A rather mediocre darts game. Written in BASIC, it takes a short time for the dartboard to be drawn each time - each of the circles are drawn on top of each other. It has four modes of play which sounds impressive but is let down by the overriding flaw - that the game is two player only. There is no option to play against the computer, which makes it a bit pointless if you don't have a friend to hand.

 

The Screaming Abdabs (1984)

Available on: Dragon
Number of Players: 1
Controls: Keyboard, Joystick

Description

This is a bizarre platformer which involves you collecting items of food and drink, whilst avoiding the other dangerous objects. Quite what you're supposed to do once you've retrieved all the collectables is beyond us, at the moment ... Still, it's surprisingly addictive, considering it's counter intuitive gameplay.

 

 

 

New Cylon Attack (1984)

Available on: ZX Spectrum
Number of Players: 1
Controls: Keyboard, Joystick

Description

Due mainly to it's success on the BBC Micro, this title was ported to the Spectrum where it captured the spirit of the original game, though at the expense of it's predecessor's large viewscreen. Still an enjoyable shoot-'em-up, however ...

 

 

Howszat (198#)

Available on: BBC
Number of Players: 1
Written by: G.R.Owen
Controls: Keyboard

Description

A very simple cricket implementation. Not only does it suffer from slow down, as it's coded in BASIC, but the user doesn't get to play much of the cricket at all - they instead spend most of their time filling in the names of the players on the team, and assigning them a simple style of play directive. Even once the game is in flow, it's exceedingly hard to see what's going on due to the poor graphics. Again, there are much better examples of this genre on the BBC Micro, so look elsewhere.

 

 

Haunted Abbey (1984)

Available on: BBC
Number of Players: 1
Written by: Dr. Leslie. E. Klein
Controls: Keyboard

Description

A fairly primitive text adventure, this is not a particularly large game, it suffers from slow down due to being written in BASIC. This one is hardly likely to challenge the dominance of the classic IF games from Level 9 and Acornsoft, but may be worth a look if you're a fan of the genre.

 

 

 

Horror Castle (198#)

Available on: BBC
Number of Players: 1
Written by: R. Dunn (BBC conversion by J.Snowden and R.Dunn)
Controls: Keyboard

Description

This text adventure's parser, like many of the early examples of interactive fiction, is limited to two words. A simple game, being written in BASIC, the room descriptions are minimal at best, and the storyline - rescuing a beautiful princess from Horror Castle - is pretty unoriginal. This one is hardly likely to challenge the dominance of the classic IF games from Level 9 and Acornsoft, but may be worth a look if you're a fan of the genre.

 

 

Chuckie Egg 2 (1985)

Available on: ZX Spectrum, Commodore 64, Amstrad CPC, later ported to Atari ST and Amiga
Number of Players: 1
Controls: Keyboard, Joystick

Description
Harry has to make a giant egg, to do this he must collect from around the fun factory, cocoa, milk and sugar. Eight of each of these must be dropped into the correct vat.
To add to the confusion each egg must contain a toy kit. The eight parts of this can also be found in the factory. These are cyan and must be dropped in the toy maker.
Once you have completed an egg you must take it to dispatch. You will then be able to start on the next egg, but this time you will have more monsters to contend with...!!!
You may use a joystick or if you prefer you can define your own keys for playing with.

The game contains a save option which can be used at any time, you will be able to select your own key for this purpose.
The game is designed to be an arcade/adventure in the true sense. So remember that you will find items that can be moved from place to place and then used to get out of tricky situations.
A couple of hints, you find most factories need power to work. You only have two hands for carrying things unless...! Some pipes are more slippery than others.
Don't forget to enter the competition. Have fun.....

 

Orpheus (1985)

Available on: BBC
Number of Players: 1
Controls: Keyboard

Description

An entertaining game which sees you, as Orpheus, in the Underworld guiding a boat across the River Styx, ferrying shields from one side to the other, whilst battling the currents and avoiding rocks and sea dragon-type monsters, with only smart bombs and discuses to defend yourself. The game itself has bright, colourful graphics and is quite enjoyable to play, if a little limited in long-term appeal.

 

 

Xeno (1986)

Available on: ZX Spectrum
Number of Players: 2
Written by: Binary Design Ltd (Ste Pickford)
Controls: Keyboard, Joystick

Description

This is essentially a simplified form of hockey - a little like air hockey, but not quite. It plays well and gives off the air of the later classic, Speedball. Well worth a blast, especially with two players.

 

 

Core - Cybernetic Organism Recovery Expedition (1986)

Available on: ZX Spectrum
Number of Players: 1
Controls: Keyboard

Description

CORE is an arcade adventure which sees you, as Andrew Angello, searching Eroc 1, a Deep Asteroid Mining Project (DAMP) for remnants of the colony's computer which has been fragmented by the same thing that apparently wiped out all 720 personnel. Large, challenging and complex.

 

 

Agent Orange (1987)

Available on: ZX Spectrum
Number of Players: 1
Controls: Keyboard

Description

Fairly detailed but monotonous graphics accompany what is essentially an intergalactic farming simulation. You must compete against an alien race to seed eight planets and harvest your crops, with the ultimate aim to finding the mysterious Agent Orange to wipe out your oppositions crops completely. A curious plot with little explanation leads into a game which is hard to stick with.

 

 

Wibstars (1987)

Available on: ZX Spectrum
Number of Players: 1
Written by: Argus Press Software Ltd (Ivan Horn and Ste Cork)
Controls: Keyboard, Joystick

Description
This is a bizarre game that sees you attempt the successful operation of a computer goods distribution company. You must collect products from a central warehouse and then deliver them to the customers, whilst trying to make a product. Colourful products but the idea, although original, may not appeal to everyone.

 

 
















Company History

 

So how did it all start?

A&F Software was started by Doug Anderson (the 'A') and Mike Fitzgerald (the 'F') in 1981.

Probably most famous of their titles was Chuckie Egg, written by Nigel Alderton, who was never an employee of A&F's.

Chuckie Egg had been a slow but consistent earner for its publishing house, A'n'F. With quoted sales of over a million copies on a variety of 8-bit platforms,1 a sequel was inevitable. Nigel Alderton, the author of the original Chuckie Egg, had been working on a Mr. Do!-style follow up that never came to fruition.2 With Alderton's move to Ocean Software, A'n'F took development in a different direction.

To aid in their publicity, A'n'F organised a Chuckie Egg 2 competition, pitting contestants against each other in regional heats and a national final. Crash, a gaming magazine popular at the time, was tasked with adjudication.3 Prizes included silver and gold egglets and up to £500 cash. The winner of this contest is unknown.

Chuckie Egg 2 seems influenced by a number of ZX Spectrum games available at the time, most notably Atic Atac (late 1983) and Sabre Wulf (1984). Both of these feature wide roaming in a large environment, and Chuckie Egg 2 can be viewed as an attempt to bring the "Chuckie" franchise to these more modern, immersive styles of game.

 

Part I: The A&F Years

The lost history of the early development of the original Chuckie Egg is somewhat shrouded in mystery. The foundation is generally attributed to the then 16 or 17 year old Nigel Alderton during a school summer holiday. What is known for sure is that, after a month or two of development, Nigel took a one level pre-release version of his ZX Spectrum 48K code to the two year old Rochdale-based software company A&F, which had made an inauspicious start publishing Acorn Atom titles such as Polecat and Early Warning and early BBC Micro offerings including, in 1982, a release which was widely acknowledged to be a worthy candidate for the worst conversion of Sega's Frogger ever.

With a working title of "Eggy Kong", it demonstrated the clear influence of Nintendo's popular arcade hit Donkey Kong from the start - it can be seen, for example, that level eight of Chuckie Egg bears an uncanny resemblance to Donkey Kong's last screen, the rivet level. Nigel has also since given the nod to the more obscure Space Panic from Universal as well, which is widely regarded as the first ever game in the platformer genre, although it was Donkey Kong which introduced the ability to jump [see Appendix].

One of Nigel's core objectives was smooth pixel movement instead of the character movement which was more typical at the time. The game was also designed around dexterity and reactions, not puzzle solving, and was intended for up to four players - two more than most similar games. Nigel, it has been said, had a particular thing about his game characters having large hats - this was supposedly to make the 'box collision detection' appear more accurate.

Alongside Nigel's ZX Spectrum 48K version, Doug Anderson (the A in A&F, with partner Mike Fitzgerald), as a BBC Micro programmer, took on the simultaneous development of the BBC 32K release. Doug remembers the three month development process as a team effort with a few people chipping in ideas, whilst Nigel recalls it slightly differently:

"It took about four or five months from starting the design to finishing the coding. Basically it was all my own work. A mate of mine - Phil Berry - was round at my house one day around the time I was designing the later screens and he helped with a couple of the screen layouts - six and seven I think - but apart from that I did the lot. Design, programming, (dodgy) graphics, sound, everything."

Either way, in a few short weeks after seeing "Eggy Kong" for the first time, Anderson had completed his BBC 32K version alongside Nigel's Spectrum version. Nigel has since described being slightly frustrated by the fact that the game was released before he could fit in quite everything he had planned, due to pressure from A&F to get the game on the shelves.

"I'd intended there to be more levels. There would have been a cycle which had two birds chasing you at the same time not one. One bird having half the top speed and acceleration of the other so they didn't get locked together. Then I wanted the game to not to change for a complete cycle so the player would think they had seen all there was to see. On the next cycle, I would have put breaks in one or two ladders and removed one or two ladders from each layout. It doesn't sound like much but I'd noticed that I'd developed a favourite route for completing each layout and assumed others would too. Removing ladders would probably disrupt the players favourite route which if it was done late enough in the game when the player had already put hundreds of hours into the game (on the same eight unchanging layouts) would have had a big impact for a small amount of coding."

In 1983, A&F put the game into production. "We were self published back then," Anderson remembers. "We had our own little factory unit and we had banks of cassette decks and we did our own duplication which included people sticking labels on everything. It cost about 50p to make the tape, we then sold it for five or six pounds. But there was VAT on top of that. The distributors took a bit. I think we got about 40 per cent in the end off the net price. [Chuckie Egg] never made a huge amount but it was a good steady earner for quite a long time because we kept putting it out on different machines: the Commodore and the Amstrad and the Dragon."

 

Part II: The A'n'F Years

On release, the majority of Chuckie Egg ports - including the DRAGON, COMMODORE CM64 and ELECTRON - were received warmly, securing A&F's immediate financial future. After a small rebranding exercise, with a new A'n'F logo that dropped the ampersand and added the tag line NULLI SECUNDUS (Latin for "second to none"), A'n'F began porting Chuckie Egg to the most popular 8-bit platforms of the day. At one point, Nigel remembers it charting at number one on one format for nine consecutive months. At the same time A'n'F continued to release original titles such as Cylon Attack, Kamakazi, Orpheus and Pharaohs Tomb.

Nigel was not a member of A'n'F's staff and continued to develop Spectrum & Amstrad games, joining Ocean for a year working on such titles as Kong Strikes Back. Before joining Ocean, Nigel had been developing a 'MR.DO!' style game on the Spectrum that featured the 'Hen House Harry' character from Chuckie Egg. It was rumoured to be looking really good - with lots of bouncing apples and things. Sadly, it was never finished.

A'n'F, like many software developers in the 1980s, was hit hard when the 8-bit micro bubble burst and blamed large losses on software pirates - some of whom were even found to have broadcast commercial software releases over the radio waves before the Internet was around to be used as a distribution medium. One story even relates how Acorn themselves were discovered using a modified, disk-version of Chuckie Egg - which was only ever available on cassette - on display at one of their Acorn roadshows, without permission. A'n'F took a very hard-line approach to all forms of piracy and were quoted as budgeting £100,000 worth of legal action one year, solely intended to prosecute every pirate they could catch for copyright infringement, whilst simultaneously offering £5,000 to anyone who could help them manufacture copy-proof tapes.

In April 1984, A'n'F cited the sudden increase of sales of Cylon Attack as proof of wide-spread piracy and that high-scoring gamers with pirated copies were purchasing legitimate ones in order to obtain the entry form for the £200 launch competition which ended in March. Sean Townsend remembers that this wasn't the only controversy to surround the competition:

"I do remember ... the competition for Cylon Attack. There was some kind of reward, and a lot of effort had been put in to prevent people cheating, anyhow this young lad comes into the office to collect his reward, but before he could he had to prove to some degree that he was capable of reaching the score he had submitted, which of course he couldn’t, I think A&F did pay out, but they were more interested in how he had overcome the cheat mechanisms than the hi score."

In the same vein, June saw A'n'F report, to The Micro User, of the £20,000 development of a piece of software which was intended to enable an anti-copying device to become 95% effective and scupper the school children and computer clubs they believed to be illegally sharing copies of their software, as well as the professional pirates. Unfortunately, A'n'F's costs continued to mount - perhaps in part because the hardware device that had originally prompted the discussions A'n'F had begun, was snapped up by the Ministry of Defence and an embargo placed on it, forcing A'n'F to evaluate an earlier system from the same manufacturer.

However, in November 1984, the firm's managing director, Mike Fitzgerald, reported to The Micro User magazine that after three months agonising deliberation they were regrettably abandoning in-house development of games for the BBC Micro market, due to software piracy on a massive scale and announced the forth-coming Snarl-Up, companion to the best-sellers Cylon Attack and Chuckie Egg would be the last in-house BBC Micro release.

"It was a sad decision to take" and "regrettable in that the BBC is a fine machine, but unavoidable in view of the financial situation". Fitzgerald explains, "but the pirates are so highly organised on such a massive commercial basis, we really had no choice. It costs us £35,000 to develop and market a new program and we need to sell 22,000 copies to break even. Wholesale piracy is cutting into sales to such an extent we're walking a financial tightrope. We just can't protect our BBC games completely enough against the powerful equipment pirates can buy over the counter these days and use to get into our tapes. I'm not talking about the kids who get together to run off a few copies - that doesn't worry me particularly. It's the big boys who are producing cassettes with up to 30 games on them who are really hurting us." Fitzgerald confirmed that A'n'F hadn't abandoned the BBC Micro completely, and would continue to publish other people's programs on the A&F label. "But our future in-house development will concentrate on the Spectrum and Commodore, with projected heavy support for the MSX and Amstrad systems", he said.

Even without Nigel Alderton in-house, A'n'F continued to release Chuckie Egg ports on various platforms and also proceeded to capitalise on the original's success by releasing a sequel in 1985, the aptly named Chuckie Egg 2 (Choccy Egg), across the three major formats of the time, SPECTRUM 48K, COMMODORE 64 and AMSTRAD. This was received to mixed reviews both critically and commercially - perhaps because it was a complete change of genre from the former. The sequel had Harry called in to help run a chocolate factory attempting to create Easter Eggs and get them sent off for delivery. It was a graphic adventure with over 120 screens, looking more like a forerunner to the classic adventure Dizzy than resembling its own predecessor. Harry was no longer immune to gravity, and could move between the different screens at will. This sequel cannot be said to have stood the test of time, and is generally considered to fall under the original title's shadow. It is remembered fondly, however, by some fans of the genre and was successful enough to be ported to the Atari ST and Amiga after A'n'F's eventual demise.

Unfortunately despite selling over a million copies, the cult following Chuckie Egg had received couldn't keep A'n'F Software afloat indefinitely. Snarl-Up for the BBC Micro never appeared and, finally, in 1985 the company went bust. Some remaining A'n'F-branded Electron stocks of Chuckie Egg and Cylon Attack eventually turned up as a free gift for Electron User magazine subscribers. When other development studios were being gobbled up by publishers, A'n'F struggled in vain to meet the demands of advertising rates and distribution prices.

Part III: The M.C. Lothlorien Years

Most of what was A'n'F, eventually found itself under the banner of M.C. Lothlorien, PC Chuckie Egg coder Ste Cork recalls.

"By '86 there weren't many people from the original company, and only Doug Anderson (the A of A&F ) left of the management, but he'd reverted to programmer-only status and it was by then being run by the managers of Lothlorien."

In the late 80s, hurried ports of Chuckie Egg - the PC version took no more than a month to develop - for new, emerging platforms including the Amiga and Atari ST, were developed in-house during a turbulent time which saw the company cycle through various guises, as Ste Cork remembers.

"M.C. Lothlorien and Icon Design were really one and the same. Originally, M.C. Lothlorien were an old speccy wargaming company ("Johnny Reb" etc), they ended up shelving the name when the managers bought out A&F, then renamed that company to Icon Design ('86?). They ran it as that name for a while, then for tax reasons they de-mothballed the Lothlorien name (dropping the MC I think, though not 100% sure) and switched to that again. A few years later it even (for tax reasons again) briefly became "Tudor World" - a company name bought off the shelf, under which it ran for another month or two before going under again somewhere around 90-91."

Part IV: The Pick & Choose Years

Unfortunately, before the new ports were released, M.C. Lothlorien ran too far into financial difficulties for it to recover and eventually went under. Those coders still with the company went their separate ways. This, coincidentally, saw Doug later working for a time at Runecraft alongside Matthew Smith, the author of the equally legendary platformers Manic Miner which has been held up in comparison with Chuckie Egg, ever since their respective releases.

The remaining assets, mainly unsold 8-bit cassettes, were bought out by Manchester-based Pick & Choose Ltd. under the direction of Asif Kowaji (sp?) for a nominal sum, and some of the later ports were rebranded and released under the Pick & Choose label.

Pick & Choose Ltd. was a general retailer, with little or no aspirations to move seriously into software publishing, so once the pair of Chuckie Egg titles became unprofitable and the stocks gradually sold out, the official Chuckie Egg brand slipped quietly away from the software scene, unnoticed by most.

 

 

















From Then to Now

 

 

 
















Employee Interviews

 

Interviewee By Date
Nigel Alderton (Chuckie Egg) Extract taken from the Illustrated History of Electronic Games, by Rusel DeMario and Johnny L. Wilson -
Nigel Alderton (Chuckie Egg) 80s Nostalgia website (http://www.80snastalgia.com) 2007