Sensible Past and Present
Jon and Chris, met and became friends as two 15 yr
olds, in 1981. They were soon working together as they formed a
rather unsuccessful rock band. (the inspiration behind Sex 'n Drugs
'n Rock 'n Roll ?). After dropping out of college they took up positions
at a computer firm in Basildon called LT Software, in 1985. Chris
was working as a programmer and Jon was doing the odd graphics jobs,
and after six months they had completed their first game, Sodov
the Sorcerer Spectrum ZX, before working together again to produce
their first orignal game, Twister, again on the Spectrum.
It was at this point that the two decided to take
the plunge and break out on their own. Sensible Software was formed,
and their first game soon followed. This game was called Parallax,
and gave them their big break, as they earned a £1000 deal with
Ocean publishers - an event which signalled the arrival of Sensible
Software, and prompted some champaigne and cigar celebrations from
the two good friends.
Their first major accolade soon followed as Zzap 64
gave Sensible Software's off-the-wall shoot-em-up, Wizball the accolade
of Game of the decade.
Sensibles desire for innovation and originality was
already apparent. Following the highly successful Wizball, came
a product idea which has yet to be copied. The product was called
Shoot-em-up Construction kit, and gave the user the chance to create
their own games, requiring absolutely no knowledge of computer programming.
This product brought about yet more accolades for Sensible, as it
was awarded with the State of the art for highly original software
in 1987.
1987 saw Sensibles first venture into the world of
football, the genre which was to make them a household name throughout
the 1990's. Their first game was however produced for publishers
Microprose, and was therefore entitled Microprose Soccer, however
the highly playable nature of the game, and the fact that it too
received several awards and accolades suggests that this could really
have been, the first ever 'Sensible Soccer'. It was widely regarded
as the best football game on the Commodore 64, and continued to
enhance Sensibles already very excellent reputation for quality
software.
International 3D tennis signalled the end of an era,
as it was Sensibles final game on the Commodore 64.
Originality and creativity were again at the forefront
in Sensibles first two 16bit creations - Mega lo mania, and Wizkid
- A God game with a difference, featuring digitized speech, and
a very surreal effort, vaguely resembling a platformer, and an insight
into the mind of Jon Hare, perhaps.
But then came the game which made Sensible HUGE. It
was of course Sensible Soccer, and it gained immediate recognition
for it's simplicity and irresistable playability. It received rave
reviews from every respectable member of the gaming community, and
became an instant classic. The success of the series was seized
upon by Sensible Software, as several new and updated versions were
released, each seeing new, refreshing ideas added, and eventually
culminating in possibly the most comprehensive game ever seen on
the Amiga - Sensible World Of Soccer. With over 1,500,000 sales
in Europe alone, the Sensible Soccer series remains Sensible Softwares
most valued asset.
With another successful series with the Cannon Fodder
series - another original and innovative product, Sensible spent
an incredible 50 weeks at No. 1 in the charts between 1992 and 1994.
Sadly, Sensibles final game on 16 bit machines was
a huge disappointment. Sensible Golf may have been a good idea -
A golf game without all the technical details, but for once, Sensible
failed to pull it off, and this was quite possibly their worst game
to date.
Sensible Software then went into hiding, to research
and prepare for their forray into the high end of the market.
After two years out of the limelight, with no new,
original games rolling off the press (only 96/97 updates to SWOS,
and PC conversions of other Sensible Software games), Sensible Software
returned with more of a disappointing fizzle, than a bang in 1998.
The first in the new series of Sensible Soccers was
being produced under the working title of SWOS 2000, but when GT
forced Sensible Softwares hand, into rush releasing a version for
the World Cup, things started to turn sour. Sensible Soccer World
Cup 98 crashed into the PC games chart at number 5, but it wasn't
long before criticisms were levelled at a game, which Sensible Software
themselves, admitted was not the finished article. Many Sensible
Soccer fans felt that the game didn't live up to it's predecessors,
and that Sensible had abandoned the principles which had made the
old series so popular.
This, along with the fact that they failed to find
a publisher willing to publish their adult orientated Sex 'n Drugs
'n Rock 'n Roll meant that difficult times lay ahead for Sensible
Software. Over £2 million was spent on developing SnDnRnR to 75%
completion, along with a lot of time and effort, and to have to
dump it on the scrap heap was a bitter pill to swallow for Jon and
co. (For more information - go to the section of the site devoted
to it)
October '98 saw the release of Sensible Soccer 98
European Club Edition but, despite a reduced price, and some excellent
reviews, the game failed to make the top ten. No doubt the problems
with it's predecessor hit sales badly, and the much improved version
of the new Sensi, continued to receive a mixed reaction from Sensible
Soccer fans.
And so Sensible were plunged into financial crisis,
and had to shut down production, despite plans for further releases
in the future, including, as exclusively revealed by Sensi-Sational
a while ago - Sensible Soccer '98 Management Edition (this has not
been confirmed by Sensible Software).
This prompted SensiSational and SWOS 24/7 webmasters
into action, and the SOS - Save Our Sensible campaign was launched
with an aim to allow Sensible fans to show their support, and perhaps,
just perhaps to get something done about the problem. The response
was phenomenal, with five people signing the message board within
a day of the campaign starting (out of around 20 visitors), and
there are currently around 50 messages on there.
If you want to know more
about the SOS campaign, then click here.
Just as we had started to despair, the news broke
that Sensible would live on, as a subsidiary company of Codemasters
- UK publishing, and programming giants. Work has, apparantly already
begun on a new Sensi product, in the Codemasters offices, but as
yet, no details have been released. Hope amongst many Sensi fans,
is that the game being produced will be some incarnation of the
popular Sensible Soccer series, but only time will tell.
|