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Quicksilva —<br />

The man behind it<br />

In August 1 980, Nick Lambert<br />

wanted additional money for<br />

his <strong>ZX</strong>80. Sinclair's 3K pack<br />

was too expensive so Nick<br />

decided to build his own. This<br />

was the beginning of<br />

Quicksilva, a company which<br />

now has four full-time<br />

employees, and which has led<br />

the way in providing imaginative<br />

hardware modifications<br />

for the <strong>ZX</strong>81.<br />

Nick was an electronics enthusiast<br />

mainly interested in<br />

electronic music, when he<br />

bought his <strong>ZX</strong>80 - the only<br />

computer he could afford.<br />

"I realised quickly that the<br />

memory as supplied on the<br />

<strong>ZX</strong>80 was very limited, and being<br />

unwilling to endure any<br />

more Sinclair delivery delays,<br />

and because the price was high,<br />

I decided to make my own 3K<br />

pack", Nick recalled.<br />

"It took a couple of weeks to<br />

produce the first prototype, and<br />

I then decided that as I was<br />

building one for myself — and<br />

there didn't seem to be any<br />

others on the market at the time<br />

— I should make it a real project<br />

and produce the memory packs<br />

as a business."<br />

Nick had had some experience<br />

with PCBs, and with<br />

getting production lines moving.<br />

His first advertisement for<br />

the 3K pack appeared in the<br />

users' club magazine Interface,<br />

and Quicksilva was underway.<br />

Nick swapped a memory pack<br />

to pay for that first ad, and sold<br />

around 50 of the initial design.<br />

"I was charging around £40<br />

at first — Clive's 3K pack was<br />

£64 at that stage — but after<br />

Clive released his 16K for<br />

£49.951 gradually dropped the<br />

price. It is now £15. Overall I<br />

guess I've sold around 400 3K<br />

packs."<br />

The electronic organ<br />

business was fairly quiet, and<br />

Nick began to see the possibilities<br />

of making computer peripherals<br />

as a business.<br />

"Although my memory pack<br />

business was OK, and it supplemented<br />

my income nicely, it<br />

was not something I could do<br />

full time at that stage", said<br />

Nick. "Nevertheless, I was enjoying<br />

it. I realised then that<br />

working for myself in this way<br />

was the only way I would be<br />

happy.<br />

"I was doing some contract<br />

testing work on Winchester<br />

discs when the <strong>ZX</strong>81 came<br />

out. I'd always thought of<br />

myself as 'testing the water' by<br />

selling the 3K packs, and that<br />

had gone OK. so I thought I<br />

should expand my line and get a<br />

Hardware support<br />

QuicksHva<br />

Tim Hartnell interviews Nick Lambert,<br />

who started out building electronic<br />

classical organs for a living, and now<br />

runs his own company stretching <strong>ZX</strong>81<br />

hardware beyond Sinclair's<br />

specifications.<br />

few more products together to<br />

go with the <strong>ZX</strong>81."<br />

One of Nick's secret vices is<br />

arcade games.<br />

"I thought a good moving<br />

graphics game would go well,<br />

and decided to do Defender,<br />

because it was my favourite. At<br />

about the same time, I came up<br />

with a sound board for the<br />

<strong>ZX</strong>81. It had been in the back of<br />

my mind for quite a while."<br />

Nick soon discovered that<br />

between admiring a game in an<br />

arcade, and producing a version<br />

for a somewhat limited home<br />

computer lies a vast gulf, filled<br />

with blood, sweat and tears.<br />

"Defender took three<br />

months to write. I did most of it<br />

myself. By the end I was getting<br />

pretty sick of it, and needed<br />

considerable moral support to<br />

get the thing completed. Three<br />

months it took, before I finally<br />

got it running properly."<br />

But the trouble was worth it.<br />

"I reckon we've sold four or<br />

five thousand", said Nick,<br />

"Most of our subsequent software<br />

products have been based<br />

on arcade games. After Defender<br />

we produced the programmable<br />

character generator<br />

board. It came out just before<br />

the South Bank Sinclair Show.<br />

It has gone well, just about<br />

anybody seems to buy it.<br />

"Schools, in particular, have<br />

shown great interest in the<br />

character generator", said<br />

Nick. "There are many educational<br />

applications, such as<br />

drawing equations, where the<br />

character generator goes down<br />

well."<br />

High Resolution<br />

But white 'just about anybody'<br />

appeared to find a use for<br />

the character generator, Nick<br />

noticed a difference with the<br />

next product his company<br />

developed, a high resolution<br />

board.<br />

74 <strong>ZX</strong> COMPUTING SUMMER 1982<br />

/<br />

\<br />

/

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