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The company was formed in November 1982 as a consulting firm, before transforming into development the following year. The Reidys targeted the then recently released [[ZX Spectrum]], and initially attempted to write business software, producing the [[Visicalc]] clone ''Omnicalc'', but quickly realised that the future for the machine lied with games after their first effort, a cassette containing Crevasse and Hotfoot, received a good review in [[Sinclair User]].<ref name="retrogamer"/>
The company was formed in November 1982 as a consulting firm, before transforming into development the following year. The Reidys targeted the then recently released [[ZX Spectrum]], and initially attempted to write business software, producing the [[Visicalc]] clone ''Omnicalc'', but quickly realised that the future for the machine lied with games after their first effort, a cassette containing Crevasse and Hotfoot, received a good review in [[Sinclair User]].<ref name="retrogamer"/>


After recruiting local artist and family friend Keith Warrington,<ref name="retrogamer">{{cite web|url=http://pixelatron.com/blog/skool-daze-feature-retrogamer/|title=Skool Daze feature|publisher= Retrogamer magazine|date=August 6, 2010|accessdate=10 January 2013}}</ref> they released one of their best known and critically acclaimed games, [[Skool Daze]] in 1984, which sold 50,000 copies<ref name="retrogamer"/> and [[Crash (magazine)|Crash]] described as "excellent value, plenty to do, addictive, unusual"<ref name="crash11">{{cite journal|url=http://crashonline.org.uk/11/skool.htm|title=Skool Daze (review)|publisher=[[Crash (magazine)|Crash]]|issue=11|year=1984|accessdate=10 January 2013}}</ref> and followed it up with [[Back to Skool]] in 1985, which drew similar praise.<ref name="crash23">{{cite journal|url=http://www.crashonline.org.uk/23/backtoskool.htm|title=Back To Skool (review)|publisher=[[Crash (magazine)|Crash]]|issue=23|year=1985|accessdate=10 January 2013}}</ref>
After recruiting local artist and family friend Keith Warrington,<ref name="retrogamer">{{cite web|url=http://pixelatron.com/blog/skool-daze-feature-retrogamer/|title=Skool Daze feature|publisher= Retrogamer magazine|date=August 6, 2010|accessdate=10 January 2013}}</ref> they released one of their best known and critically acclaimed games, ''[[Skool Daze]]'' in 1984, which sold 50,000 copies<ref name="retrogamer"/> and [[Crash (magazine)|Crash]] described as "excellent value, plenty to do, addictive, unusual"<ref name="crash11">{{cite journal|url=http://crashonline.org.uk/11/skool.htm|title=Skool Daze (review)|publisher=[[Crash (magazine)|Crash]]|issue=11|year=1984|accessdate=10 January 2013}}</ref> and followed it up with ''[[Back to Skool]]'' in 1985, which drew similar praise.<ref name="crash23">{{cite journal|url=http://www.crashonline.org.uk/23/backtoskool.htm|title=Back To Skool (review)|publisher=[[Crash (magazine)|Crash]]|issue=23|year=1985|accessdate=10 January 2013}}</ref>


When interviewed, the Reidys said that they used no [[compiler|compilers]] or [[assembler|assemblers]], and designed everything on pencil and paper, adding the raw, hand assembled [[Z80]] [[machine code]] onto the computer.<ref name="crash25"/> Warrington tried using a computer to design his graphics, but decided he preferred traditional methods on graph paper.<ref name="retrogamer"/> The company never expanded, as the founders had no motivation to do so, and as time progressed, they found it increasingly difficult to cope with the more professional marketing campaigns that started to be introduced in the maturing computer game industry. In an interview, Helen Reidy said that "It seems they're [retail stores] more concerned with your advertising budget and the size of your box - it's very difficult to get a good game from a small software house into the large stores."<ref name="crash25"/>
When interviewed, the Reidys said that they used no [[compiler|compilers]] or [[assembler|assemblers]], and designed everything on pencil and paper, adding the raw, hand assembled [[Z80]] [[machine code]] onto the computer.<ref name="crash25"/> Warrington tried using a computer to design his graphics, but decided he preferred traditional methods on graph paper.<ref name="retrogamer"/> The company never expanded, as the founders had no motivation to do so, and as time progressed, they found it increasingly difficult to cope with the more professional marketing campaigns that started to be introduced in the maturing computer game industry. In an interview, Helen Reidy said that "It seems they're [retail stores] more concerned with your advertising budget and the size of your box - it's very difficult to get a good game from a small software house into the large stores."<ref name="crash25"/>


The company's last release was the detective adventure [[Contact Sam Cruise]], which according to David Reidy wasn't commercially successful, blaming [[software piracy]] for lack of sales. Uninterested in developing for the emerging 16 bit computers and consoles, he decided to change careers and became an [[electrical engineer]].<ref name="retrogamer"/>
The company's last release was the detective adventure ''[[Contact Sam Cruise]]'', which according to David Reidy wasn't commercially successful, blaming [[software piracy]] for lack of sales. Uninterested in developing for the emerging 16 bit computers and consoles, he decided to change careers and became an [[electrical engineer]].<ref name="retrogamer"/>


==Releases==
==Releases==

Revision as of 17:26, 10 January 2013

Microsphere
IndustryComputer software
Founded1982 (1982)
FounderDavid Reidy, Helen Reidy
Defunct1987 (1987)
FateCeased trading
Headquarters,

Microsphere were a small British software company formed in Muswell Hill, north London[1] in 1982 by husband and wife team David and Helen Reidy,[2] best known for several popular computer games in the mid 1980s.

Company history

The company was formed in November 1982 as a consulting firm, before transforming into development the following year. The Reidys targeted the then recently released ZX Spectrum, and initially attempted to write business software, producing the Visicalc clone Omnicalc, but quickly realised that the future for the machine lied with games after their first effort, a cassette containing Crevasse and Hotfoot, received a good review in Sinclair User.[1]

After recruiting local artist and family friend Keith Warrington,[1] they released one of their best known and critically acclaimed games, Skool Daze in 1984, which sold 50,000 copies[1] and Crash described as "excellent value, plenty to do, addictive, unusual"[3] and followed it up with Back to Skool in 1985, which drew similar praise.[4]

When interviewed, the Reidys said that they used no compilers or assemblers, and designed everything on pencil and paper, adding the raw, hand assembled Z80 machine code onto the computer.[2] Warrington tried using a computer to design his graphics, but decided he preferred traditional methods on graph paper.[1] The company never expanded, as the founders had no motivation to do so, and as time progressed, they found it increasingly difficult to cope with the more professional marketing campaigns that started to be introduced in the maturing computer game industry. In an interview, Helen Reidy said that "It seems they're [retail stores] more concerned with your advertising budget and the size of your box - it's very difficult to get a good game from a small software house into the large stores."[2]

The company's last release was the detective adventure Contact Sam Cruise, which according to David Reidy wasn't commercially successful, blaming software piracy for lack of sales. Uninterested in developing for the emerging 16 bit computers and consoles, he decided to change careers and became an electrical engineer.[1]

Releases

References

  1. ^ a b c d e f "Skool Daze feature". Retrogamer magazine. August 6, 2010. Retrieved 10 January 2013.
  2. ^ a b c Charles P Cohen (1985). "Little and Round, with no Sharp Edges" (25). Crash. Retrieved 10 January 2013. {{cite journal}}: Cite journal requires |journal= (help)
  3. ^ "Skool Daze (review)" (11). Crash. 1984. Retrieved 10 January 2013. {{cite journal}}: Cite journal requires |journal= (help)
  4. ^ "Back To Skool (review)" (23). Crash. 1985. Retrieved 10 January 2013. {{cite journal}}: Cite journal requires |journal= (help)