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Let
me take your hand, as we go on a bumpy ride back through
the anals to the early 1980s. Margaret Thatcher's Tory
Party was on the crest of a Falklands-inspired second
term in government. Michael Jackson was the biggest recording
artiste on the planet (and still black, folks!). The most
essential programme on TV was undoubtedly Grange Hill,
closely followed by Dallas. And entertainment for a new
generation of bored kids was to be found in a small black
box with rubber keys called the Spectrum 48k Home Computer.
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We
might laugh at the Speccy now - at its godawful colour clashes,
the C90 tapes crammed with pirated games and the four-minute
loading time for software that was accompanied by hideous harpy-screeches
(for starters) - but back then, there was no alternative. Nearly
everyone had one. The posh kids later owned the Commodore 64,
which was a better all-rounder, but had a tape machine that
broke after six weeks, guaranteed. For us though, Sir Clive
Sinclair's invention was a tiny revolution in gaming.
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One
of the earliest successes on the machine (and its predecessor,
the puny ZX81) was Football Manager, written in BASIC,
for Juninho's sake, and yours for £6.95. There was something
intoxicating about the advertising, with its claim that
over a million copies of the game had been sold, alongside
a photo of smug-looking, tubby programmer, Kevin Toms
(look! There he is! Looking pleased with himself! Observe
the digital watch with loadsa buttons and scruffy goatee
for authenticity…). In order to distribute his baby, Toms
had to form his own company, Addictive Games, a name that
had a definite portentous note about it.
Football
Manager was designed for keyboard use, which was good
because your Kempton joystick (a word carrying all sorts
of connotations for a 13-year old) was invariably buggered
from pummelling Daley Thompson's Decathlon.
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You started by selecting your team; no matter who you were you
began life as a Fourth Division outfit (we use old money here,
pet; the Premiership's still a glint in the eye of one or two
self-serving businessmen). It was then your job to work your
way through the divisions, buying and selling as necessary,
until you were league champions. Fantastic concept; I'm surprised
it hasn't caught on.
Now,
let's remember for a moment that this is a very old game, and
as such, it is fairly rubbish. No, we have to replace the word
'rubbish' with 'utter bobbins'. A year or two ago, in a fit
of nostalgia I downloaded a Spectrum emulator and a copy of
FM from t'Internet (the game loaded dismissively instantly without
any of the ungodly shrieking for that true to life experience).
It was then, knowing that Championship Manager was waiting at
home, that I tried my hand at the subtleties of the oldie, a
game I hadn't been anywhere near for nigh on 15 years. I soon
found out why.
Your
division is a hotbed of 15 teams (why? I don't know? What happened
to the others? Not a clue) and you play each of them once. You
also have cup matches, and regardless of the level you are at,
you will always start in the first round. Next, a look at your
side, made up of various household names (Keegan, Regis, Hoddle,
Sansom (?)) and with two essential attributes - fitness and
skill. Obviously, you want your side to be as rich as possible
in both categories, so it's on to the transfer market. A hive
of frantic activity, this. Each week, one player is listed as
available. If you like him, you make your offer, and if the
club accepts, that's it. He's yours. If you like him but haven't
got the money to hand, why your friendly bank manager is always
ready to dish out a whopping loan to underwrite the deal. These
really were more innocent times, weren't they? Eventually, after
much of this, you can sort out your formation (don't make me
laugh, you just had to stick an extra attacker on if you wanted
to), compare your stats with those of the opposition, make further
changes, and off we go! Into the 3D match engine! Yes! Here
we go, this is it!
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On
the advertising (to be found within the pages of legendary
magazine, Crash), the in-match graphics were seen as a big
selling point for FM, but they lied to us. Maybe a pair
of glasses - one lens red, the other blue - that was supplied
with the package was missing from mine, only it was about
as three-dimensional as a Christian Gross team talk. What
you got for your money was a green screen, green as in grass
(right, kids?), then the program painstakingly drew in the
white lines for goalmouth, penalty area, etc, as though
the groundsman did this himself just before each fixture.
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Then the fun really began, as the players - tiny stick men,
one team in black strip, one in white - were shown taking shots
at goal. These figures had a slow, lumbering quality about them,
as if modelled on Hamilton Ricard, but despite this never failed
to fox the defence. Occasionally, a defender would slide, precursing
moonwalking, across the screen to block a shot, sending the
ball - a dot - out of play. Usually though, if that pixel was
on target, it was going in, and you just had to pray that it
was your side on the advance. A psychedelic combination of red
crosses and blue text ensued, signalling a goal in much the
same way as Brazilian commentators describe them, adding to
the intensity. Oh and by the way, goals were never credited
to an individual, merely added to the team's tally. This suggested
either (i) Toms was a committed socialist, who saw goals as
benefiting the collective above individuals, or (ii) he hadn't
written this facet into the code.
So
the match ended - whatever happened next? Well, the game thought
about it for a while, typically half a minute, before displaying
the results from your division, line-by-line, videprinter fashion.
Then it worked out the league table; cue further deep thought,
and an agonising wait before it reached your club. Then there
was another opportunity to peruse the transfer market, before
going on to the next fixture. Superb. At the end of the season,
the program went through an almighty bout of consideration before
going on to the next one.
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Fatally,
it reset your players' attributes. Let's say that Keegan
was your star player. The following year he could be turned
into a klutz of Gus Caesar proportions. This came across
as very unfair, but such is life.
Eventually,
it was easily possible to climb the tables, and not overtly
tough to clinch the league title year after year. FA Cups
fell into your lap just as simplistically, and it was
even possible to win the competition whilst your side
languished in Division Four. Truly, a world where footballing
parity had been achieved, no?
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I
might have made FM out to be rubbish, and of course it was,
but it was horribly compulsive. There were no real issues over
finances, training, tactics, battles with the Board, defending/rubbishing
players, reserve teams, and, oh all the things that CM makes
you worry about, but here was the germ of the game that we would
all be playing today. It is possible that without FM, there
would not be a CM, such was its impact to the legions of Spectrum
gamers. Toms, with his million copies sold and his almost naïve
stumbling across a goldmine, proved that management simulations
had a place in the bloated Speccy market, and it is still a
game I remember with some fondness. If this weren't the case,
I'd still be hammering away at Daley Thompson in the 100m, wouldn't
I?
Incidentally,
Toms's latest project, an attempt to introduce yet another Internet
management game, appears to have stalled. Proof, if you will,
that you get one chance at making it and then…
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