Manic Miner/Bug Byte
"Miner Willy, while prospecting down Surbiton way, stumbles upon an ancient, long forgotten mine-shaft. On further exploration, he finds evidence of a lost civilisation far superior to our own, which used automatons to dig beep into the Earth's core to supply the essential raw materials for their advanced industry. After centuries of peace and prosperity, the civilisation was torn apart by war, and lapsed into a long dark age, abandoning their industry and machines. Nobody, however, thought to tell the mine robots to stop working, and through countless aeons they had steadily accumulated a hugh stockpile of valuable metals and minerals, and Miner Willy realises that he now has the opportunity to make his fortune by finding the underground store."
Thus begins the most magical tale of them all, the epic journey of Miner Willy from his initial fortune-finding mission in Manic Miner to the after-party tidy up in the sequel Jetset Willy, these two games changed the world and they are both still brilliant today. Manic Miner was developed by the enigmatic and possibly quite nutty Matthew Smith back in 1983 when most of us were still fascinated by the fact that The Hobbit computer game had nice static pictures of rivers in it, and we were still impressed by the sheer breadth and scope of Football Manager (ah, happy days of urging little matchstick men to kick the ball in the back of the net...."GO ON, KICK IT IN, YOU USELESS BASTARDS!"....great, innocent days.) The idea of a proper platform game had never fully been explored before and the fact that Matthew Smith nailed it first time so magnificently had us all wetting ourselves with excitement. (There were a couple of earlier dreary attempts such as Miner 2049'er which were crap to play, had no life in them all and were quickly forgotten about once Manic Miner arrived on the scene.) The idea is simple. Guide Miner Willy through 20 screens, collecting all the flashing items on the way and then get back to the exit to proceed to the next level. But this wasn't just any old computer programming exercise, Matthew Smith actually breathed life into these 20 glorious caverns, each of which had it's own unique identity, it's own tricks and traps to navigate, it's own weird and wonderful monsters to avoid. In the hands of any other programmer, the 'mining robots' from the long-dead civilisation would probably have ended up as bit of a yellow blob and would have been repeated throughout every level. Matthew Smith, however, created unique and surreal sprites for each and every level and this is what makes it so thrilling to play. The sense of achievement after finally working out how to complete one of the trickier caverns is matched only by the sense of awe when you gaze upon a brand new cavern for the very first time. Manic Miner introduced us to robot penguins, mutant telephones, deadly toilets and perhaps most famously of all, Eugene, the humpty-dumpty star of the fifth cavern Eugene's Lair, who Smith based on Eugene Evans, a fellow programmer who had told Smith that he didn't think Manic Miner would work. If Matthew Smith had disappeared after Manic Miner, he would have already left a proud legacy behind him with this one classic game. But he didn't disappear until he gave the world the sequel which, unbelievably, improved on it's predecessor so much that it was equally as earth-shattering...... |