Template:Short description Template:Use dmy dates Template:Use British English {{#invoke:Infobox|infobox}}Template:Template otherTemplate:Main other{{#invoke:Check for clobbered parameters|check|nested=1|template=Infobox company|cat=Template:Main other|name; company_name|logo; company_logo|logo_alt; alt|trade_name; trading_name|former_names; former_name|type; company_type|predecessors; predecessor|successors; successor|foundation; founded|founders; founder|defunct; dissolved|hq_location; location|hq_location_city; location_city|hq_location_country; location_country|num_locations; locations|areas_served; area_served|net_income; profit|net_income_year; profit_year|owners; owner |homepage; website }}{{#invoke:Check for unknown parameters|check|unknown=Template:Main other|preview=Page using Template:Infobox company with unknown parameter "_VALUE_" | ignoreblank=y | alt | area_served | areas_served | assets | assets_year | aum | brands | company_logo | company_name | company_type | defunct | dissolved | divisions | embed | equity | equity_year | fate | footnotes | former_name | former_names | foundation | founded | founder | founders | genre | homepage | hq_location | hq_location_city | hq_location_country | incorporated | image | image_alt | image_caption | image_size | image_upright | income_year | industry | ISIN | key_people | location | location_city | location_country | locations | logo | logo_alt | logo_caption | logo_class | logo_size | logo_upright | members | members_year | module | name | native_name | native_name_lang | net_income | net_income_year | num_employees | num_employees_year | num_locations | num_locations_year | operating_income | owner | owners | parent | predecessor | predecessors | production | production_year | products | profit | profit_year | rating | ratio | revenue | revenue_year | romanized_name | services | subsid | successor | successors | traded_as | trade_name | trading_name | type | website| qid | fetchwikidata | suppressfields | noicon | nocat | demo | categories }}

Ashby Computers and Graphics Limited, trading as Ultimate Play the Game, was a British video game developer and publisher,<ref name="rgamer20"/><ref name="gamestm"/><ref name="Jones King"/> founded in 1982, by ex-arcade video game developers<ref name=pcw>Template:Citation</ref><ref>Template:Citation</ref> Tim and Chris Stamper. Ultimate released a series of successful games for the ZX Spectrum, Amstrad CPC, BBC Micro, MSX and Commodore 64 computers from 1983 until 1987. Ultimate are perhaps best remembered for the big-selling titles Jetpac and Sabre Wulf, each of which sold over 300,000 copies in 1983 and 1984 respectively, and their groundbreaking series of isometric arcade adventures using a technique termed Filmation. Knight Lore, the first of the Filmation games, has been retrospectively described in the press as "seminal ... revolutionary" (GamesTM),<ref name="gamestm"/> "one of the most successful and influential games of all time" (X360),<ref name="Jones King"/> and "probably ... the greatest single advance in the history of computer games" (Edge).<ref>Template:Citation</ref>

By the time of the label's last use in 1988 on a retrospective compilation, Ultimate had evolved into Rare and moved on to developing titles for Nintendo consoles. Rare was purchased by Microsoft in 2002 for US$377 million, a record price for a video game developer,<ref name="Microsoft">Template:Cite news</ref> and now develops exclusively for Microsoft platforms such as Xbox and Microsoft Windows. In 2006, Rare revived the "Ultimate Play the Game" name for an Xbox Live Arcade remake of Jetpac named Jetpac Refuelled. In 2015, several Ultimate titles were collected and released as part of the Rare Replay compilation for Xbox One.

HistoryEdit

Early history and riseEdit

Ultimate Play the Game was founded in the Leicestershire town of Ashby-de-la-Zouch in 1982 by Tim and Chris Stamper,<ref>Template:Citation</ref> their friend John Lathbury, and Tim's girlfriend (later wife) Carole Ward.<ref name="rgamer20">Template:Citation</ref><ref name="Jones King"/> Other members of the Stamper family were also involved in the early running and support of the company, which was initially located in a house next to the family-run newsagent.<ref name="rgamer20"/><ref name="Jones King">Jones, Darran and King, Ryan. X360 Magazine supplemental: Rare – The Ultimate Story, page 9. Imagine Publishing, 2005.</ref> Both Tim and Chris had worked in arcade game development<ref name="rgamer20"/><ref name="CRASH62p9"/> including, according to one report, Konami's Gyruss,<ref name=cuser22>Template:Citation</ref> and claimed to be "the most experienced arcade video game design team in Britain" until tiring of working for others and leaving to start Ashby Computers and Graphics.<ref name=pcg1>Template:Citation</ref> This led to ACG's initial trade being in creating arcade conversion kits,<ref name="rgamer20"/><ref name="Jones King"/> before moving into the home computer software market developing games under the Ultimate Play the Game name. Ashby released four arcade games: Blue Print for Bally-Midway, and Grasspin, Dingo and Saturn for Jaleco.

Ultimate's first game was Jetpac in May 1983 for the 16K Spectrum.<ref name=pcg1/> In a 1983 interview, Tim Stamper said that they deliberately targeted 16K machines as their smaller size meant development time was much shorter, claiming they could produce two 16K games in one month, or one 48K game.<ref name='pcwultimate'>Template:Cite magazine</ref> Jetpac was a huge commercial success selling more than 300,000 copies<ref name=history>Template:Cite journal</ref> providing the fledgling company with a turnover in excess of £1 million.<ref name="rgamer20"/>

This was followed by three further 16K releases, Pssst in June,<ref name=pcg1/> Tranz Am, and Cookie, before Ultimate stepped up to the 48K Spectrum. Jetpac, Pssst, Tranz Am and Cookie were four of only ten games ever to be released on the 16K ROM format for use with the ZX Interface 2. They were also republished on cassette, with distinctive silver inlay cards, by Sinclair Research.

Ultimate's first 48K releases were Lunar Jetman – a sequel to Jetpac – and Atic Atac, both of which were released in late 1983.<ref>Template:Cite journal</ref> Both games were very well received by the gaming press, CRASH magazine in particular praising what Ultimate had managed to do with the extra memory Lunar Jetman used.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> In 1984 came Sabre Wulf, the first in the Sabreman series, and the first release at a recommended retail price of £9.95. The price of Ultimate titles had previously been just £5.50, which was typical for Spectrum arcade-style games at the time.<ref name="rgamer20"/> This increase was to discourage piracy, with the idea being that if customers paid more for a game they would be less inclined to give away copies.<ref>Jones, Darran and King, Ryan. X360 supplemental: Rare – The Ultimate Story, page 13. Imagine Publishing, 2005.</ref> This coincided with the introduction of the distinctive Ultimate "big box" packaging (used with all further Spectrum releases until Gunfright, and with various releases on other platforms), which the company felt might also help justify the price increase and encourage gamers to buy the game rather than copy it. The strategy paid off as Sabre Wulf went on to sell over 350,000 copies on the Spectrum alone.<ref name="tgmauthors">Template:Citation</ref><ref>Sabre Wulf at Eurogamer.net. Retrieved 30 October 2007.</ref> This was followed by the release in late 1984 of the next two instalments in the Sabreman series, Underwurlde quickly followed by Knight Lore.<ref name='pcgchartsjan85'>Template:Cite magazine</ref> Knight Lore was something of a revolution in the home computer game market,<ref name="maher20140114">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> using a forced-perspective isometric viewpoint branded Filmation, the style of which would be extensively copied in other games, notable examples being Batman and Head Over Heels from Ocean Software.<ref name="rgamer34">Template:Citation</ref> In a 1988 interview with CRASH, Tim Stamper claimed that Knight Lore, and some of its Filmation follow-up Alien 8, was actually completed before Sabre Wulf but Ultimate decided that it could have a potentially negative effect on sales of the comparatively primitive Sabre Wulf, so it was postponed until late 1984.<ref name="rgamer20"/> More recent research into the code of both games has suggested this may have been an exaggeration as the coding routines found in Knight Lore are far more optimised.<ref name="rgamer105">Template:Citation</ref>

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Ultimate won the Golden Joystick Award for Best Software House in both 1983<ref name=goldenjoy>Template:Cite journal</ref> and 1984.<ref name=goldenjoy1984>Template:Cite journal</ref>

Ultimate was criticised somewhat in the gaming media for their repeated use of the Filmation technique in subsequent games Alien 8, Nightshade, Gunfright and Pentagram,<ref>Template:Citation</ref> though Nightshade and Gunfright used Filmation II, a variation on the engine, resulting in a similar visual style, but significantly different gameplay, with scrolling around a large world and arcade-like play, rather than the room-based puzzles of the earlier Filmation titles.

DeclineEdit

With the consistent success of Ultimate's releases there were rumours of a buyout by Ocean, until it was announced in 1985 that the Stamper brothers had sold a minority stake in the company to US Gold,<ref name="tgmauthors" /><ref name="Best of British">Template:Citation Alt URL</ref> who would continue to release games under the Ultimate label. Later titles such as Martianoids and Bubbler were not seen by the gaming press as being up to Ultimate's previously high standards and sales fell. US Gold released no new Ultimate games after Bubbler in 1987. A final Sabreman game, Mire Mare, was trailed in earlier Sabreman games and was mentioned by Sinclair User as being next up for release,<ref>Template:Citation</ref> but was quietly dropped during development.<ref name="rgamer105" /> In late 1988, Rare bought back the rights sold to US Gold and were reported to be developing games again.<ref name="CRASH62p9">Template:Cite journal</ref> Future releases were to have included Solar Jetman, which would eventually appear only on the Nintendo Entertainment System, although home computer conversions for the Commodore 64, Amiga, and Atari ST were completed by Storm Software, but not released.<ref name="Solar Jetman">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

Rare LimitedEdit

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Shortly before the US Gold buyout, the name of another company, "Rare Limited", began appearing on the credits of Ultimate releases. This was in fact another company set up by the Stampers to develop for Ultimate, but not be subject to any Ultimate takeover. Rare (initially under the banner Rare: Designs on the Future) would evolve, after Ultimate's demise, into a prolific developer for the Nintendo Entertainment System.<ref name="CRASH62p9"/> This led Nintendo to purchase a stake in the company, whose success was furthered with such classic SNES and Nintendo 64 releases as Donkey Kong Country and GoldenEye 007. In 2002 Rare was purchased outright by Microsoft<ref name="Microsoft"/> for US$377 million, a record fee for a video game developer, and currently develops games for the Xbox One console. At the end of 2006 Tim and Chris Stamper left Rare to "pursue other opportunities",<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> ending a 24-year involvement in developing home video games.

The Ultimate name in subsequent yearsEdit

The 1997 Nintendo 64 game GoldenEye 007 contains a ZX Spectrum emulator with ten Ultimate-developed games hidden on the cartridge. This function was originally made as an experimental side project by Rare and was deactivated in the final version, but has since been unlocked through fan-made patches.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> In 2004, Rare revived Ultimate's Sabreman franchise with the release of Sabre Wulf for the Game Boy Advance. A new version of Sabre Wulf for the Xbox was also rumoured,<ref>Sabre Wulf on Xbox? at computerandvideogames.com.</ref> though it was never released or even officially announced. A racing game based on the Ultimate/Rare universe titled Sabreman Stampede was also in development, but was canceled.<ref>Secret Rare racer revealed! at computerandvideogames.com.</ref> In 2007, Rare released the fourth game of the Jetman series, Jetpac Refuelled, for Xbox Live Arcade.

On 8 December 2006 and 16 January 2007 respectively, Rare's owners Microsoft Corporation filed US and EU trademark claims on the Ultimate Play the Game name and logo. The registered purpose is "entertainment services, namely, providing an on-line computer game".<ref name="US Trademark">{{#invoke:citation/CS1|citation |CitationClass=web }} Due to the nature of this US government site, the relevant page cannot be directly linked to, so a search must be manually performed. The EU trademark may be found here: [1]</ref> Emulated versions of seven Ultimate titles were later included as part of the 2015 game compilation Rare Replay for Xbox One.

Relationship with the press and fansEdit

PressEdit

File:Ultimate Play the Game advertising.jpg
An advertisement in the style commonly used by Ultimate

Ultimate had a reputation for secrecy that has continued to a lesser extent with successor Rare. Due to the small number of staff employed at Ultimate in the early days, the company had no time to speak to the press or attend trade events. The British computer gaming press even complained over how difficult it was to get hold of them.<ref name="cuser22" /><ref name="pcg14">Template:Citation</ref><ref>Template:Citation</ref> As Tim Stamper later said:

Template:Cquote This press blackout soon worked to the company's advantage. Due to their reputation for producing high quality products, along with speculation in the press and amongst gamers, anticipation for each release was high.<ref name="rgamer20"/> This was helped along by the full-page advertisements placed in magazines showing the cover art of the game in question, but no shots or description of the game itself. These ads would be run prior to and for several months after the release date.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> The magazines were not able to preview the games; the review copies, usually sent out just before general release,<ref name="rgamer20"/> would be the first opportunity for anyone to see them. Not talking to the press worked for Ultimate and it soon became policy.<ref name="rgamer20"/><ref name="Best of British"/> When a journalist reviewing Nightshade for CRASH magazine asked Ultimate what the object of the game was, and how large the play area was, they responded with, respectively, "oh, we can't tell you that" and "it's pretty large".<ref>Template:Citation</ref>

Lunar Jetman's trailerEdit

File:Lunar jetman trailer.gif
The Lunar Jetman "trailer" screenshot as published in CRASH magazine, February 1986

This air of mystery was increased when CRASH magazine published a reader's photograph of Lunar Jetman featuring Jetman's moon rover pulling a trailer.<ref>Template:Citation</ref> The possible existence of a trailer (as depicted on the game's cover art and loading screen) had been speculated on since the game's release, and many fans had searched fruitlessly for it. The Stampers shrugged off questions about whether this screen shot was genuine, but stopped short of actually denying it.<ref name="Best of British"/> There have even been suggestions that Ultimate themselves may have created the screen shot to generate more interest in the game.<ref name="rgamer20"/> It has since been proven that Lunar JetmanTemplate:'s code does not contain graphics for a trailer.<ref name="gamestm">Ultimate Play the Game – Company Lookback, Retro Micro Games Action – The Best of GamesTM Retro Volume 1, pages 24–26. Imagine Publishing, 2006</ref>

FansEdit

Ultimate were one of the first developers to have their own fanbase focused on the company and brand as much as the games themselves.<ref name="rgamer20"/> They received so much fan mail at their peak that a full-time employee had to be taken on to deal with up to 60 letters per day. They were known for their positive attitude to fans, always replying to letters and responding to requests for merchandise by sending posters, sweatshirts and caps free of charge.<ref name="Best of British"/> The Stampers later stated that they were more interested in creating the games than making money from merchandising.<ref name="Best of British"/> Retro Gamer has suggested that besides the quality of the games, Ultimate's popularity arose from a combination of "superb presentation" as well as the company's "air of mystique" giving it a "secretive yet cool vibe".<ref name="retrogameranthology">Ultimate Collectables, Retro Gamer Anthology, pages 61–63, Live Publishing, 2004</ref>

Other platformsEdit

The main series of games produced by Ultimate were all released on the ZX Spectrum, with most from Sabre Wulf onward also on the Amstrad CPC and MSX, and most early games up to and including Nightshade also on the BBC Micro. Only three of these (Sabre Wulf, Underwurlde and Nightshade) were released on the other major platform of the time, the Commodore 64, however a series of C64-exclusive titles were published by Ultimate:<ref name=cuser22/>

The Staff of Karnath, Entombed, Blackwyche and Dragon Skulle all concern the adventures of Sir Arthur Pendragon.

AuthorshipEdit

The company's secretive tendencies also extended to the question of who wrote the games. Whereas most games of the time would list those responsible on the cassette inlay cards or even on the front of the box (one notable example, Football Manager, even going as far as to feature a picture of author Kevin Toms on the front of the box), no Ultimate title ever mentioned any names at all, and the authorship of some of them remains unclear.<ref name=cuser22/>

The Ultimate titles up to Gunfright were produced primarily by Tim and Chris Stamper;<ref name=tgmauthors/><ref name="Best of British"/> Tim provided the graphics and Chris the programming,<ref name="tgmauthors"/> along with fellow founders John Lathbury (coding) and Carol Ward (graphic design).<ref name="rgamer20"/> Tim also created the cover art for the games, including the famous Ultimate Play the Game logo.<ref name="tgmauthors"/> The Stampers retained the major creative roles until the purchase by US Gold, who brought in their own programming teams to create Martianoids and Bubbler.<ref name="Best of British"/> The exact authorship of Pentagram and Cyberun is known only to those involved; often considered US Gold games, they are both possibly Stamper games. This remains a possibility as although Chris Stamper has said in an interview, "What was the last one we developed as a team? It was Gunfright, I think",<ref name="Best of British"/> Ultimate had already admitted to developing games in an order different from that of their release, as with Knight Lore and Sabre Wulf.

The authorship of the Commodore 64 titles was at the time even more uncertain. The conversions of existing Spectrum games Sabre Wulf, Underwurlde and Nightshade were handled by Firebird, who hired Mr Micro, Softstone, and PSI, respectively, to develop the titles.<ref name="rgamer4">Template:Citation</ref> Imhotep was submitted to Ultimate in a virtually complete form by author Manuel Caballero, who had previously written Batty Builders and Firefleet.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Ultimate did not make any announcements regarding the authorship of the other Commodore games, but an article by Martyn Carroll<ref name="rgamer56">Template:Citation</ref> revealed how Frank Gasking of "Games that weren't 64" managed to identify the creators as Dave and Robert (Bob) Thomas based on a message that appears on the final screen of Dragon Skulle. These two brothers were also the creators of the previous three games of the series The Staff of Karnath, Entombed and Blackwyche. In an interview with the brothers in Retro Gamer magazine, they revealed they also authored Outlaws, in just six weeks, so Ultimate would have something for the Commodore 64 for Christmas.<ref name="rgamer109">Template:Citation</ref>

ReferencesEdit

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Further readingEdit

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External linksEdit

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