t Oliver Twins
 
 
 
The Codemasters Years
The Early Years

Full of enthusiasm and ready to take on the best, we started contacting every leading publisher about our latest game ideas. There was only one way to go and that was up…

Super Robin Hood
Title
Super Robin Hood
Format
Amstrad CPC, Spectrum, Commodore 64, Atari ST, Amiga, Nintendo NES
Released
November 1985
Publisher
Codemasters

We met David & Richard Darling at ECTS in September 1985. They had had great success by writing games for Mastertronics but now they wanted to go it alone. They had a small stand at the show to promote their new company Codemasters. We were impressed that here was a publisher where the directors were programmers and understood what it takes to write a game. They were impressed by our games and wanted to work with us on a game called Super Robin Hood. The amazing thing was that they estimated a sales figure of 100,000 copies and offered us royalties of 10p per copy - that was £10,000!

Amstrad User Review

Game Footage (ZX Spectrum)
Game Footage (NES)


Although we were both filled with enthusiasm to write the game, we only had one computer between us at this point so it had to be shared. We were still working in a bedroom in our parents' house and our schedule was to do programming for 23 hours per day, with two breaks of half an hour to allow it to cool! We worked in shifts for 18 hours per day, seven days a week, eating while we worked. During the periods when we were both awake one had to prepare their code on paper, whilst the other used the computer. It was all worth the effort though because within a month we'd scored our first number one charting game. Following this success Codemasters wanted us to write more games as soon as possible!


Ghost Hunters
Title
Ghost Hunters
Format
Amstrad CPC Spectrum
Released
February 1986
Publisher
Codemasters
Being big fans of the film Ghostbusters and haunted houses from TV shows like Scooby Doo we wanted to write a game where the idea was to rid a mansion of its ghosts by running around zapping them. We had been very impressed by the animating man sprite in Impossible Mission and wanted to include something similar in our game Ghost Hunters. By using freeze-frame on a video recorder we worked out how to animate the character frame-by-frame.

On finishing the Amstrad version the Darlings sent us a Spectrum and said "put it on that and we'll pay you another £10,000". At that point the concept of sleep was fading fast and in another couple of weeks we'd mastered the new computer and completed our first Spectrum game! Both versions of Ghost Hunters went to No. 1 in their respective charts.

When the Spectrum turned up with its rubbery keys and infuriating code input rules it was all too much. We wanted to be able to continue writing games on our Amstrad but produce them for the Spectrum as well so we called on our friend and electronics expert Ivan to build a cable to link the two machines. The specification of this basic device was that we should be able to write a byte (single number 0-255) to the printer port on the Amstrad and it was to be received on the Spectrum parallel port. Once this cable was constructed, we wrote a piece of code on the Spectrum to control it. This was to be the only bit of code we ever wrote on the Spectrum itself and was called SPLINK - SPectrum and LINK (Ivan's surname). It received the numbers and interpreted them as either memory locations or bytes to write to the current memory location. This enabled us to write Spectrum games on our Amstrad, making the most of the benefits of its on-board source code and graphics, its very fast and reliable disk drive and a leading Assembler/Machine Code compiler called MAXAM. That way SPLINK gave us an enormous advantage over our competitors who were trying to write Spectrum games - using a Spectrum!

In under two years we had gone from being paid £200 for a game to receiving seemingly endless royalties. We were working the best part of 18 hours a day but were on a high and as our profile rose the "Oliver Twins - Whizz Kids" press stories started to appear.


Grand Prix Simulator
Title
Grand Prix Simulator
Format
Amstrad CPC Spectrum Commodore 64 Atari ST Amiga
Released
April 1986
Publisher
Codemasters

Codemasters had had great success with BMX Simulator but we thought that the game format could be improved if it were car racing, as that was a more appealing image to most people. So Grand Prix Simulator was born. While we were writing it Atari released Super Sprint into the arcades and sold the computer game rights to Activision. Needless to say, GPS being an overhead racing game looked very similar to Super Sprint and Activision served a legal notice on Codemasters saying we had copied it and that it must be withdrawn from sale. However, the Darlings knew it was just BMX Simulator with cars, so they didn't take it off the market. Quite the opposite - they encouraged the press to comment, knowing it would only help sales. It worked, and the game went on to sell over 250,000 copies. Usually No.1 best sellers sold around the 100,000 mark so this was a runaway success.

Amstrad User Review

Game Footage (ZX Spectrum)
Game Footage (Amstrad CPC)


The next game we created was to be the first in a long line of titles starring our original character Dizzy. Based on a cute little character who had to explore a strange magic kingdom solving problems. We sold this as "The Ultimate Cartoon Adventure". The name came from his main attribute which was rolling, and therefore he would always be dizzy. Why an egg? Because he was easy to draw!


Dizzy
Title
Dizzy
Format
Amstrad CPC Spectrum Commodore 64
Released
June 1986
Publisher
Codemasters

Our graphics package Panda Sprites had the ability to rotate an image through any number of degrees and save it out. In those days that was a cool feature so we thought we'd include a cart-wheeling character in our new game. The only problem was that a character of any detail broke up too much during this process so we decided to keep it simple, and maybe that's part of its charm. Sales were slow at first, but Dizzy did catch on…

Dizzy and the Yolkfolk

Click below for THE DIZZY DUO - An interview with the Oliver Twins:
http://www.mjwilson.demon.co.uk/crash/96/dizzy.htm

Game Footage


Million Sellers Newspaper article
Things were going really well now but it was time to take a small holiday. After we returned from skiing in Austria we decided it was an excellent subject to use for a game…

Professional Ski Simulator
Title
Professional Ski Simulator
Format
Amstrad CPC Spectrum Commodore 64 Atari ST Amiga
Released
October 1986
Publisher
Codemasters

Marble Madness was in the arcades at the time and we were impressed by its 3D terrain. We used this theory to create the ski slopes for Professional Ski Simulator, drawing trees and log cabins on the snowy mountainside. It looked great but the scrolling screen just wouldn't scroll as fast as we'd have liked.

YouTubeThe Oliver Twins learn to ski

We also realised that controlling a left/right character coming towards you down the screen was a little illogical. It sold well anyway and looked very cool.


3D StarFighter
Title
3D StarFighter
Format
Amstrad CPC Spectrum
Released
November 1986
Publisher
Codemasters
The game was inspired by Tail Gunner, a vector graphics game, around the same time as Battle Zone using the same type of hardware. Enemy space ships swept out from deep space attacking in waves. It was your job to pick them off like that famous scene in Star Wars. It was a good blast and took around a week to write! And it made it out in time for Christmas. The game was initially called C.H.A.O.S. but on the day of mastering it was discovered that another title had just been launched with this name so it was changed to 3D StarFighter.

By this time we were riding high in the charts and at one stage were responsible for as many as 5 games out of the top 10!


Title
Fruit Machine Simulator
Format
Spectrum, Amstrad CPC, Commodore 64, Atari ST, Amiga
Released
February 1987
Publisher
Codemasters
Fruit Machine Simulator was our first conversion project. A Spectrum version of the game had just been written by the programmer who had converted our Super Robin Hood title and we took on the work of converting it for the Amstrad. We hadn't done pure conversion work before but following the death of a close friend, who was also our main artist, we decided to take this on and immerse ourselves in our work.

It sold fantastically well, although reviewers liked to pick on the fact that you couldn't put money in and you couldn't get money out of your Amstrad, a fact that most customers were well aware of when they bought it. Nevertheless our reviews on our Codemasters games at that point were averaging around 90% and this game averaged much lower. However, as they say, it did what it said on the box, and was good fun.

Treasure Island Dizzy
Title
Treasure Island Dizzy
Format
Amstrad CPC, Spectrum, Commodore 64, Amiga, Atari ST, PC DOS, (Nintendo NES)
Released
August 1987
Publisher
Codemasters

The Codemasters offices were already receiving lots of fan mail about Dizzy so we decided to write Treasure Island Dizzy as a follow-up. This went straight to No. 1 and fuelled the ever-growing press coverage about our games!

Million Sellers Newspaper article
Dizzy and the Yolkfolk

Game Footage


Advanced Pinball Simulator
Title
Advanced Pinball Simulator
Format
Amstrad CPC, Spectrum, Commodore 64
Released
October 1987
Publisher
Codemasters
After the success of Fruit Machine Simulator it seemed like a good idea to produce another game with a similar theme so we wrote Advanced Pinball Simulator. We tended to alternate the type of games we wrote for two reasons. Firstly because we wanted a change and secondly because as we finished one we had no idea how it was going to sell.

We'd been big fans of 'Night Mission' the pinball game on the Apple IIe. We thought if we could create a specific engine, as we'd done for the Dizzy games, we could simply create new tables and release it lots of times. It seemed an easy game to write at first, but it soon became apparent that the whole idea was more complicated than we'd first thought. We had to implement a more complex system, meaning the game took a lot longer to write than anticipated and the idea of producing more tables to release later was forgotten.

Pro BMX Simulator
Title
Pro BMX Simulator
Format
Amstrad CPC, Spectrum,Commodore 64
Released
November 1987
Publisher
Codemasters
BMX Simulator had been a big hit. It had never been converted to the Amstrad though and the Spectrum version was looking dated. Codemasters wanted to go for a higher price point of £4.99 so it was a good chance to write a better game, with a lot more features and levels and overall quality. This new version, Pro BMX Simulator, incorporated several new levels that we'd created and was converted by Richard Darling, who had written the original game.

Unfortunately it wasn't that successful, since it was neither budget or full price. In fact in many shops, it was simply bought in cheap by shop keepers and retailed at full price.

Incredible Shrinking Sphere
Title
Incredible Shrinking Sphere
Format
Amstrad CPC, Spectrum, Commodore 64, Atari ST, Amiga
Released
November 1987
Publisher
Codemasters
We were contracted by a local Commodore 64 developer, Stefan Ufnowski of 'Foursfield', who had signed a deal with Activision under the label 'Electric Dreams' to write a Marble Madness style game. He was writing the lead version and asked us to convert it to the Amstrad and Spectrum. Being fans of MM and wanting to do a full price game we jumped at the opportunity. We only worked freelance for Codemasters, but they had often talked about us signing an exclusive deal. We decided to write this game under a pseudonym of 'Ivan Link' our friend who had often talked about trying to get into the industry.

Fast Food
Title
Fast Food
Format
Amstrad CPC, Spectrum, Commodore 64, Atari ST, Amiga, PC (MS-DOS)
Released
December 1987
Publisher
Codemasters

We decided it was time to write a PacMan style game for the Amstrad as there was a gap in the market for a good PacMan clone. This was great fun for us as we had a always been huge PacMan fans. It was incredibly quick to write. The game was up and playable within three days and we spent a further two weeks implementing improved graphics, front end and music. We learnt some interesting lessons about simple artificial intelligence and playability during this time.

Dizzy and the Yolkfolk

Game Footage (PC-DOS)
Game Footage (ZX Spectrum)


At this point a company called PDS (Programmers Development System) was formed by Andrew Glaister, Foo Katan and industry agent Jacqui Lyons. They produced an enhancement to SPLINK and made it available to everyone. It ran on an 8086 PC and could be used on Amstrads, Spectrums & Commodore 64s. For us it meant our first hard drive. It was 30MB which in those days was fantastic and more than we knew what to do with, it was also incredibly fast. For other game developers this was a breakthrough and gave them the opportunity to write games as quickly and easily as us, but this also generated a lot of competition.


Grand Prix 2 Simulator
Title
Grand Prix Simulator II
Format
Amstrad CPC, Spectrum, Commodore 64
Released
February 1988
Publisher
Codemasters

We had always felt that converting Grand Prix Simulator for the Spectrum had not produced the best possible version of the game. So we decided to write Grand Priz Simulator ll a Spectrum specific version which made full use of the machine's capabilities.

YouTubeGame Footage (Amstrad CPC)


The Race Against Time

The Race Against Time
Title
The Race Against Time
Format
Amstrad CPC, Spectrum, Commodore 64
Released
May 1988
Publisher
Codemasters

Having been impressed by Bob Geldolf's Live Aid we learnt that he was organising another huge charity event called Sport Aid which involved half marathons being run all over the world. Codemasters contacted the event organisers volunteering our services to write The Race Against Time game.

We took the Dizzy game engine and based the game on a runner that had to light beacons at major landmarks across the world, with puzzles that had to be solved to get to each beacon.

Codemasters were keen for retailers to give all profits to charity and as a result the game did not sell as well as we hoped. Also on reflection, it may not have been the most suitable idea for a game but it was in a good cause.

A photograph of Jesse Owens was featured on the first print run but there were some legal complications with the photo used, so Codemasters switched to a colour photograph of Carl Lewis as he was the current world record holder.

National Newspaper publicity

Amstrad User Review

YouTubeGame Footage (ZX Spectrum)


We decided it was time to move from our parents' house. Property prices were low and as an investment we bought a house Trowbridge. We turned one of the bedrooms into an office and carried on writing the games.

During the Summer of 1988 we spent many Sunday afternoons riding on a friend's jet ski and this inspired us for our next game...


Jet Bike Simulator
Title
Jet Bike Simulator
Format
Amstrad CPC, Spectrum, Commodore 64, Atari ST, Amiga
Released
September 1988
Publisher
Codemasters

The Jet Bike Simulator game consisted of courses around lakes and docks and had the jet skis zooming under piers and over jumps. All the things you wanted to do on these, but weren't allowed!

YouTubeThe Oliver Twins on Roustabout 1988

YouTubeGame Footage (ZX Spectrum)


Fantasy World Dizzy
Title
Fantasy World Dizzy
Format
Amstrad CPC, Spectrum, Commodore 64, Atari ST, Amiga, PC (MS-DOS)
Released
October 1988
Publisher
Codemasters

In the autumn of 1988 we decided it was a good time to write another Dizzy game as Treasure Island had proved hugely successful. Fantasy World Dizzy already had Dizzy & Daisy and so to maintain this theme we introduced The Yolkfolk: Dylan, Denzil, Dora, Dozy and the rest of the gang. The maps & puzzles were bigger and better and we gave the player lives which was a great improvement to the game.

YouTubeGame Footage


Riding high in the charts

Ghostbusters II
Title
Ghostbusters II
Format
Amstrad CPC, Spectrum, Commodore 64, Atari ST, Amiga
Released
August 1988
Publisher
Activision

When the sequel to Ghostbusters came out we were approached by Stefan Ufnowski (for whom we'd written Incredible Shrinking Sphere) to write the Spectrum & Amstrad versions of Ghostbusters II. We jumped at the chance. He and his programmer and artist designed and wrote the game on the Atari ST & Amiga. Whilst writing the game we only had the script, a few photos and sketches, the first we saw of the film was at the premiere, by which time the game had been mastered. The film company couldn't decide on the final logo and we kept receiving different instructions on which to use. Was it with or without that back foot?

Whilst everything went well with development we had problems with being paid and learned our first lessons of going through court to chase debt. Although we won he was declared bankrupt, so we never got the money.

Local Press Article

Amstrad Action Review

YouTubeGame Footage (Amstrad CPC, starts at 1m45s)



Operation Gunship
Title
Operation Gunship
Format
Amstrad CPC, Spectrum, Commodore 64
Released
August 1989
Publisher
Codemasters
We'd been big fans of an early game called Choplifter on the Apple IIe and whilst we thought this was cool we wanted to add something new. So when we wrote Operation Gunship we used an aerial view of a helicopter flying around an island picking up soldiers to give the player much more scope for choice. A few years later Desert Strike came out and used a very similar technique, but sold a few more copies than we did!!!

It was our most ambitious project for the last few years and as a result took a very long time to write. We were quite pleased with the final game but it looks so much better on emulators that can speed things up to 200%.

Here's a funny story about Operation Gunship: Codemasters’ art department was an efficient and fast production line for creating packaging and illustrations. They had been given a message that our next game was called Operation Gunship, the player controlled a gunship rescuing soldiers from Islands. We thought this was specific enough in those days. However, just as the game was about to be duplicated we saw the final box art and the artist had created an illustration of a battleship not realising that a gunship was actually a helicopter!

Kwik Snax
Title
Kwik Snax
Format
Amstrad CPC, Spectrum, Commodore 64, Atari ST, Amiga, PC (MS-DOS)
Released
November 1989
Publisher
Codemasters

After writing Operation Gunship we wanted to write a quick game that was just fun to play. We decided to write Kwik Snax which was a simple Dizzy Maze game and a follow-up to Fast Food. In this game the wall moved and you pushed blocks around which jumbled the maze around you. It turned out more complicated that we first imagined and it certainly wasn't as quick to write as Fast Food!

Dizzy and the Yolkfolk

YouTubeGame Footage (Commodore 64)


We were losing our position in the charts as we'd taken longer to write these games than we should have, and the Amstrad and Spectrum formats were dying.

It was time to move formats as the main sales were now on the Atari ST & Amiga. Other programmers had converted some of our games up successfully, but we couldn't go on creating the lead versions on the lowest power machines.

We started living in Leamington Spa sleeping on a fellow programmer's floor whilst we considered what we should target next. The Darlings proposed a couple of interesting ideas, one was the ability to load games from CDs which were just becoming popular.


The CD Games Pack
Title
The CD Games Pack
Format
Amstrad CPC, Spectrum, Commodore 64
Released
December 1989
Publisher
Codemasters
The arrival of the CD player gave an alternative to cassettes for loading games. You could increase the data rate due to the quality of reproduction on a CD. Codemasters' large catalogue of games could all fit on to one CD and load really quickly.

It didn't sell well as it soon became apparent that the kind of people to own CD players at that time had moved on to the Atari ST or Amiga.

One of the programmers at Codemasters had just finished converting Pro Ski Simulator to the Atari ST & Amiga. He was programming a test game to run on the Nintendo Entertainment System (NES), which whilst not popular in Europe was incredibly successful in America with over 20 million sales, compared to the Spectrum which was around one million. With the help of some electronic engineers at Codemasters we developed a simple version of Treasure Island Dizzy on the NES. The development kit was very basic and didn't allow much memory or graphics. However, it was received well by the trade when shown at CES in Las Vegas in 1990. Codemasters decided to improve the development kits and wanted two games at first. They decided to convert their two best-sellers - Fantasy World Dizzy and Grand Prix Simulator. Obviously both would be dramatically improved and we were not going to be able to do both. So we decided that Andrew should do Grand Prix Simulator while a few others set out to do a BIG Dizzy game - The Fantastic Adventures of Dizzy.

It was time to move into Codemasters to use these new NES development kits. We bought a flat in Leamington Spa and teamed up with some artists and programmers at Codemasters to create Dizzy's best game ever for the Americans. Codemasters were expanding rapidly. They owned a farmhouse in the village of Southam. Some out-buildings had been converted into small offices and they were forever seeking planning permission for extensions and conversions. Unfortunately, the population was out-growing the space and a portacabin village grew up in the back garden! For the next year we were to work from one of these makeshift offices. The problem with a portacabin is that you are very exposed to the elements. In the winter there were times we thought we'd be swept away like the scene from the Wizard of Oz while in the summer they became unbearable ovens and we'd be working with sweat running down our faces. Work wasn't much fun, it was slow and the working environment was bad, but there was a much better social life. The original Codemasters team had money, could organise themselves and generally we all had a really good time.

While we wanted to write on the new exciting Nintendo Console, Codemasters still needed to support its home market, so we worked with some independent development companies to continue the Dizzy Series.


Magicland Dizzy
Title
Magicland Dizzy
Format
Amstrad CPC, Spectrum, Commodore 64, Atari ST, Amiga, PC (MS-DOS)
Released
February 1990
Publisher
Codemasters

Magicland Dizzy was the first game that we had ever contracted to an outside developer, and like all new experiences it was very interesting and we learnt many good lessons for the future. As we were the creators of Dizzy and had always written the games ourselves, we had never had to write out a game design as our ideas just flowed. This game taught us to write detailed game design documents which proved to be invaluable.

Dizzy and the Yolkfolk

YouTubeGame Footage


Dizzy Panic!
Title
Dizzy Panic!