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ZZAP!64 - Issue 2 - June 1985

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US Goldmine<br />

Massive! Superb?! Exciting??! Rich!!! Greedy??!!!! All kinds of words are used to<br />

describe US Gold, the people who in the last year have shaken the British software<br />

industry to its core. To get the lowdown on the company, Zzap ed Chris Anderson<br />

trekked to their massive premises in Birmingham and recorded this interview with<br />

US Gold general manager TIM CHANEY.<br />

<strong>ZZAP</strong>: Everyone knows that US Gold is<br />

big. But how big are you?<br />

CHANEY: Our first year turnover is<br />

expected to be $6m.<br />

So how does that compare in size to<br />

other British software houses?<br />

I suppose our turnover is actually<br />

comparable to our output - and our output<br />

is immense. We do put a lot of products<br />

onto the market. I don't think<br />

there's anything wrong with that.<br />

Basically the UK market in <strong>1985</strong> is big<br />

enough for, say, a maximum of 400 hit<br />

products, a hit product being one which<br />

maybe sells over 10,000. As far as I'm<br />

concerned there's nothing wrong if US<br />

Gold have 1 50 of those products - if that<br />

150 has been advertised OK and gives<br />

the consumer better value for money<br />

than its counterparts.<br />

You expect to release 150 new games<br />

this year?<br />

That figure takes it across all the machines.<br />

On the <strong>64</strong> alone I think we'll probably<br />

be putting out 70 to 80 new titles.<br />

That's a lot of products.<br />

I guess that's quite a bit more than<br />

anyone else?<br />

Well, I would have thought so. But<br />

there again we spend nearly five times<br />

as much on advertising as our nearest<br />

competitor anyway. So maybe it's relative<br />

to our advertising. The fact is<br />

there's a difference between a lot of the<br />

advertising that goes on and US Gold<br />

advertising. With the exception of one<br />

ad that comes to mind as being a little<br />

lacklustre, I think basically the US Gold<br />

ads, because they use very high intensity<br />

colour, they are very jump-off-thepage<br />

ads. They add a lot of colour and<br />

panache to a magazine, and they are<br />

very expensive to produce.<br />

And how many of the year's new US<br />

Gold <strong>64</strong> games would you expect to<br />

see in the charts?<br />

Depends what you mean. If you're talking<br />

about the top 50, I'd expect 80 per<br />

cent would be there. That's a very aggressive<br />

stance to take, but at this moment<br />

in time every US Gold release has<br />

charted in one chart or another. Why<br />

should we break that pattern?<br />

Do you think the average American<br />

game is better than the average British<br />

game?<br />

It depends how you evaluate games. I<br />

think a lot of British software is great. A<br />

lot of it stands out for various attributes.<br />

But I think basically that a lot of<br />

American titles take a lot longer to write<br />

and are a lot more costly to research.<br />

Things like F15 Strike Eagle took nine<br />

months to write, was play tested by<br />

and the president of<br />

three FI 5 pilots,<br />

the company is a combat pilot with<br />

3000 hours, so he knew that the end<br />

product would be as identical as a program<br />

can be to a real simulation. Solo<br />

Flight is used at 20 flying schools in the<br />

States. The same kind of work goes into<br />

the arcade games. Things like Beach<br />

Head 2, it's been about eight months in<br />

the writing. And programmers over<br />

there are paid anything up to £35,000 to<br />

produce decent software.<br />

Which is presumably why software is<br />

so much more expensive in the States.<br />

That's correct.<br />

What is the going rate at present?<br />

Most of it is 29 or 34 dollars a time. But<br />

an ad in the States costs £4,000 (about<br />

five times the UK cost - Ed). And then<br />

you have to pay people like K-mart<br />

£40,000 to do promotion. You are talking<br />

big bucks. We are not there yet.<br />

We're still<br />

at the level where you try to<br />

do a deal here and a deal there.<br />

OK, so the stuff costs 30 quid in the<br />

States, how is it that US Gold can sell it<br />

for ten quid over here?<br />

What Geoff Brown had to initially do<br />

was to convince the Americans, that if<br />

they reduced the retail price and<br />

bought the programs into the UK to be<br />

manufactured under licence then the<br />

extra volume of UK sales would recoup<br />

the States enough money to give them<br />

a decent return on it. The first two companies<br />

that acutally agreed to do it<br />

were Access and Micro Prose, Access<br />

putting out Beach Head and Micro<br />

Prose putting out Solo Flight. When<br />

people saw Beach Head, it changed a<br />

lot of the writing in the UK because it<br />

was just a cut above. Those two products<br />

between them have sold about<br />

190,000 copies, with Beach Head taking<br />

the bulk.<br />

So which way are things going? Are<br />

games going to change?<br />

I don't know how much the arcade<br />

element, the graphics element can be<br />

improved. But I think what is happening<br />

is that people now want more than<br />

four or five hours out of a piece of software.<br />

We've got to produce software<br />

that is longer lasting, as it is in the<br />

States. It needs - what do you call it in<br />

your magazine? - testability. That's<br />

where things are going, towards lastability.<br />

If I paid $8 for a piece of software<br />

and play it for four hours, that's<br />

cost me $2 an hour. That's expensive.<br />

We're now planning to launch a new<br />

brand, not called US Gold, to licence<br />

products that will be played for two or<br />

three hundred hours.<br />

How do you negotiate all these deals?<br />

Does Geoff Brown spend a lot of time<br />

in the States?<br />

No. Basically, we have three people in<br />

the States working for us. Their objectives<br />

are to source American software.<br />

They do source a great deal of what we<br />

get hold of. The thing is, if you're an<br />

American software company, why<br />

should you give your software anywhere<br />

apart from US Gold? Some good<br />

American titles brought to the UK by<br />

other companies have not done well.<br />

What would you say to people who say<br />

US Gold are very slick, very clever, but<br />

are basically marketing people, they're<br />

out there to make a lot of money, but<br />

they don't really care about games?<br />

I'd say that the industry has matured,<br />

right? When an industry's a growing<br />

industry, you get a lot of cottageindustry<br />

type sitations. When an industry<br />

starts to reach maturity, that's when<br />

the marketing people and the professional<br />

people come in. The entry level<br />

46 <strong>ZZAP</strong>! <strong>64</strong> <strong>June</strong> <strong>1985</strong><br />

7S> "MHPRenive/"

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