Anime Boob Too Big Size Chart Toob Big To Small The Art of Selling a Spectrum Game

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The Art of Selling a Spectrum Game

Let’s face it, the graphics weren’t the selling point ZX Spectrum game. It wasn’t often that someone picked up a cassette deck and said “WOW, look at the graphics on this game!!” he shouted – Spectrum gamers probably knew what kind of graphics they were going to get even before flipping to the back of the box.

What made it worse was that publishers would often provide screenshots of the Spectrum version, but alongside them screenshots of the Commodore 64 rival, as well as the Atari ST and Amiga versions. streets ahead with graphics capabilities. Some cassette embeds took it a step further by completely ignoring the false advertising, showing screenshots from a completely different system (one with much better graphics) and choosing not to. Speccy all screenshots! Honestly, I used to look at these comparison screens and think “Why can’t my game look *like* that”? I would still buy the game because I knew what to expect and of course I could always use my imagination to improve the game. Whatever version of the screenshots they showed me, I had a feeling it was going to be fun. But what prompted the Spectrum owner to pick up the box?

In a time without YouTube or on the internet, and television advertising for games was unheard of; it was the cover art that should have grabbed your attention. Yes, there were Spectrum magazines full of screenshots and reviews, but when you turned the page to reveal a whole page color An ad for a game was dominated by the game’s incredible cover art, and a few (if any) screenshots of the game were usually neatly tucked away at the bottom with other irrelevant stuff.

Speaking of the cover art, this wasn’t computer designed 3D CGI in the standard seen today; these were beautifully drawn or hand painted – it was real talent, and time and effort was spent – nothing computer aided or digital. In some cases, you may see marker strokes, brush marks, or pencil lines. This was real art. Walk into a computer store and stare at a sea of ​​cassette boxes lining the shelves, each with its own cartoon cover, painted hero scenes, or movie poster-style art. You spent time looking at them in the store. There were titles you’ve never heard of, titles that didn’t even show a single screenshot on the back of the box! But this added a mystique to this week’s game shopping selection. Even without a screenshot, the cover art told you it was worth the gamble as you looked at the picture on the front of the box on the bus ride home (…sometimes the gamble didn’t always pay off, though).

Sometimes these unique illustrations attract you and tempt you. Like the cover art of a book, you wanted to open the pages and dive into the story to be the character emblazoned on the front; the cover set the tone for the incredible adventure you were about to embark on…which, of course, looked basic. pixelated shapes move awkwardly around a screen with a soundtrack of beeps and white noise, but that’s not the point.

Today, graphic artists can take a frame from a photo-realistic texture-mapped game sprite and put it in any position or pose, and that alone would be enough to sell the game. However, back in the Spectrum era, there would be an actor in his place dressed as an actor dressed as a game character! I refer, of course, to the very memorable cover of “Barbarian”. It added an extra dimension of realism to a selling point rarely seen today – oh, and boobs. The protesters focused so much risky (Although not by today’s standards) cover art, no one pointed out that in the game you cut people’s heads off with a sword, then shoot them at the screen! To be fair, the kind of person who would complain about a girl wearing a bikini in front of a PC game box probably didn’t know how to load the game to be angry about cutting off her head.

In the early days of computing where large gestures and attention were needed, of course this was mostly to combat the incredibly unrealistic and sometimes pathetic gameplay. to play of a degree – usually with a film license which are, to be fair.

If a movie was a big hit, any game of any standard would do, sometimes with no real relevance to the plot of the movie and not to mention the screenshots, it’s unnecessary! 
Get a license to publish a game from the epic movie “Jaws” in which the famous shark appears in front of the swimming girl; then quite a number of units will change. Wait, what’s going on in the game? Ok, substitute X’s and O’s for Shark Fin and Girls Face in one game shark Tic-Tac-Toe – He should do that! (This wasn’t the game version of Jaws, by the way, I just made an extreme example – the actual game was *much* less plot-driven). The thing was, as long as it had great Hollywood cover, it would sell by the boatload regardless. Gamer’s However, he felt left out, and over the years he would wise up and duplicate the screenshots and reviews. film licensee games to make sure they weren’t cheating.

There were good games and bad games, straightforward screenshots, misleading screenshots, and no screenshots at all; but one thing was certain when you bought a Spectrum game: you were in for a new experience (good or bad) that started the moment you laid eyes on the cover art.

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