Contents

Budget Labels and the Democracy of the Cheap Game

Mastertronic put games at £1.99 next to the sweets, and in doing so handed the purchasing decision to the person who was actually going to play them

Contents

A full-price cassette in 1985 cost around a tenner. Pocket money was fifty pence a week if you were doing well. The arithmetic on a British childhood was therefore that you got roughly two games a year, chosen by an adult, from a shelf you had no authority over.

Mastertronic priced at £1.99 and the arithmetic changed completely. Four weeks of saving. No permission required. And crucially, no adult in the transaction at all — you walked into Woolworths with your own money and made your own mistake.

That is a bigger change than it sounds, and most of what was good about British games in the second half of the eighties comes out of it.

£1.99 put the player in the shop

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The full-price market sold to parents. That’s why the boxes had airbrushed spaceships on them that resembled nothing in the code — the painting was doing the selling — and it’s why a film licence was worth so much, since a recognisable word on a box is the only signal a non-playing adult can read.

Budget sold to children with their own coins. Different buyer, different signals. A kid spending four weeks of saving has read the magazines, has heard about it in the playground, and knows what a shoot-’em-up is. The purchasing decision moved to someone competent to make it.

You can see the consequence in the games. Budget titles are ruthlessly front-loaded — the thing they do, they do within ninety seconds of the loading screen finishing, because there’s no cinematic intro budget and no goodwill to spend. They’re also short, which is a virtue nobody credits. A £1.99 game had no obligation to justify a tenner by containing forty hours of anything, so it could be one idea, executed, done.

Mastertronic’s distribution made the loop tighter still. Frank Herman, Alan Sharam and Martin Alper set the label up in 1983 and pushed it through the channels that sold records and paperbacks — newsagents, Woolworths, petrol stations, wire racks near the till. Games turned up where children already had money in their hands.

The economics that let a teenager ship

Here’s the part that made it a democracy rather than a discount.

At full price you needed a licence, an ad campaign in three magazines, colour box art and a distributor who’d take you seriously. That’s a wall. At £1.99 there was no ad campaign to buy and no box to speak of, so the entire cost of shipping was the code, and the label’s risk on any single title was small enough that it could say yes to almost anyone. Volume covered the misses.

So they said yes to almost anyone. Codemasters, set up in 1986 by David and Richard Darling with their father Jim, published Dizzy in 1987 — written by Andrew and Philip Oliver, who were teenagers. That happened because a budget label could take a punt on two kids from Boston, Lincolnshire, and because the punt cost roughly nothing. Dizzy then sold in numbers that a full-price publisher would have been delighted with.

The talent pipeline this created is genuinely remarkable. Shaun Southern wrote Kikstart and Speed King for Mastertronic in the mid-eighties and ended up at Magnetic Fields making the Lotus games, which are among the best driving games the Amiga had. The budget rack was where you learned in public, on real hardware, with real players, at a price that forgave you.

The price that competed with a blank cassette

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There’s a second economic effect that gets underrated, and it’s about copying.

Tape-to-tape duplication was trivial and universal. Every school in Britain had a kid with a twin-deck and a carrier bag, and the full-price market was being hollowed out by it in a way the industry complained about constantly and could do very little about. A tenner is a lot to pay for a thing your friend will hand you for free.

£1.99 is a different proposition. A blank C90 cost real money, and duplicating a tape took time and produced a worse artefact — no inlay, no label, and a loader that might not survive the copy. The gap between free and £1.99 was narrow enough that a real cassette with a real inlay in a real box won on merit for a lot of people. The budget labels undercut piracy by pricing near it, which is a lesson that took the rest of the industry about twenty-five years and a Steam sale to relearn.

Thrust, and what £1.99 could contain

If you want the argument compressed into one cassette, it’s Thrust.

Jeremy Smith wrote it, Firebird put it out on their Silver range in 1986, and it cost £1.99. It is a game about flying a ship with Newtonian physics — thrust vectoring, inertia, no brakes — into a cave system, attaching a tractor beam to a pod, and dragging the pod out again while the pod swings on the tether like the physical object it is being modelled as. The pod’s mass changes how your ship handles. The gravity is real. The reactor goes critical and you have seconds.

That’s a complete physics simulation and a complete design, in a memory budget you can count on your fingers, for the price of a comic. Firebird was British Telecom’s software arm, and their Gold range carried Elite at around fifteen quid the same period. The Silver range at £1.99 carried Thrust. The difference in ambition between those two ranges is not what the prices suggest.

That’s the democracy bit. The cheap rack was not a bin of rejects. It was a channel with a low enough barrier that the interesting stuff could get through it, and the survivors of that rack hold up as well as anything from the full-price shelf.

What the price did to the design

Constraints have fingerprints and £1.99 left some good ones.

No manual worth reading. An inlay card has two panels. So the game has to teach itself, which means the first screen is a tutorial that doesn’t announce itself. Budget games are frequently better at onboarding than their full-price contemporaries, because full-price could offload the explanation into a booklet.

One idea per cassette. No room for a second system, no room for a subplot. You get the mechanic and variations on the mechanic. Kikstart is a bike and some obstacles. Thrust is gravity and a rope. The discipline of having exactly one thing is a discipline modern budgets can afford to skip and shouldn’t.

Difficulty as content. Length costs memory and memory costs money, so the way you make two hours of game out of twenty minutes of level is to make it hard. Some of this is straightforwardly cruel and the era deserves its reputation. Some of it produced games with skill ceilings that a longer, gentler design would never have found.

The magazines were the filter

One more piece had to be in place for the rack to function, and it’s the piece a modern storefront still hasn’t solved.

A wire rack of eighty anonymous cassettes at £1.99 is a discovery problem. What made it navigable was that Zzap!64, Your Sinclair, Crash and the rest reviewed budget releases as a matter of course, in dedicated sections, with the same critical seriousness they gave a tenner’s worth of Ocean. A budget game could get a great score and sell out on the strength of it. The label had no marketing budget and didn’t need one, because the editorial layer was doing the work for free and doing it better than an advert would have.

That’s a functioning ecosystem: cheap origination, wide distribution, independent criticism. Remove the criticism and the rack becomes noise, which is roughly what happened to it later and roughly what happens to every open storefront that grows faster than anyone’s ability to sort it.

When the rack became a graveyard

The model curdled around 1988, and it’s worth naming how, because it’s a pattern that repeats.

Once budget proved it moved units, the full-price houses wanted in — Ocean started The Hit Squad, US Gold started Kixx, and the racks filled with two-year-old full-price games at £2.99. That’s a perfectly good deal for a buyer and it’s a catastrophe for origination, because a new game by an unknown teenager now competes on the same rack against Robocop, at the same price, with a licence on the box.

Virgin bought Mastertronic in 1988. Codemasters moved upmarket. The channel that had been a way in became a way of clearing old stock, and the specific thing it had done — letting anyone with a good idea and an assembler reach a national audience for the price of a comic — stopped happening. It came back eventually, through covertapes for a while, and then properly through shareware and, much later, through digital storefronts.

But for about five years, the cheapest shelf in the shop was the one with the most interesting games on it, and the reason was structural. Lower the cost of failing and you get more attempts. More attempts is the only reliable way to get good games, and it is still the only one.

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Jay
Written by Jay

vo.rs's games critic. Jay covers the medium as a system rather than a spectacle — this month's release, the indie nobody bought, and the Amiga game it's quietly descended from — asking what a mechanic makes you feel and why the loop holds. Learned to wait through a C64 tape load, never stopped playing since, and still finishes the odd 60-hour RPG out of spite. Expect argued verdicts, no score ever, spoilers below the line, and a running list of older games worth your weekend.