Back To Ultimate Games | Software Houses | C64GG Main
Ultimate play the game
For many years, Ashby Computers & Graphics, the company behind Ultimate Play the Game,
were the undisputed kings of Spectrum software, releasing a string of classic games that still
look good and play well today. As well as writing better games than their contemporaries, they
were also amongst the most professional of the early software companies - positively oozing
class compared with the rather amateurish and seedy image of the rest of the fledgling games
industry.
The Beginning
ACG/Ultimate was founded by John Lathbury and brothers Tim and
Christopher Stamper, three former arcade game designers who had worked
at Associated Leisure and Zitec Electronics on projects such as Gyruss and
Blue Print. Other games programmed and designed by the trio were
marketed by giants such as Sega and Konami.
Ultimate's axis was the Stamper family. Tim and Christopher were, of course,
both directors and their sister, Louise also worked for the firm. Tim's wife, Carol Ward, was an
employee too.
Arcade Heritage
Experience in the competitive Arcade games industry had taught Ultimate
the secret of great software. Before Sega developed the idea of the
Arcade game as a virtual roller-coaster ride (witness the very pretty but
rather unchallnging games from Space Harrier onwards), arcade games
had to rely on instantly appealing gameplay and attractive graphics to get
money in the slot.
PR or P.O.?
Ultimate had a reputation for secrecy and had, by accident or design,
cultivated a mysterious aura that increased the games buying publics' interest in the company.
In an industry that was geared around the PCW show and Microfairs, Ultimate bucked the trend
and only ever exhibited once. Ultimate also ruffled a few feathers when they pulled out of the
Soft Aid charity compilation, fearing that it would devalue their products.
Perhaps in keeping with their arcade past, the inlay instructions to their
games were brief and often in riddles. Adverts, except for the first
batch of games, were teasers in the true sense of the word giving little
away except for the name and the format. Such marketing created a
real feeding frenzy - so much so that it took a while for the press and
public to notice the eventual decline in quality of the games.