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David Surman
Arcade Colour, Illustration & Attribute Clash 1979-89
Abstract
British computer games of the 1980s have a distinctive graphic quality. This essay sets out
a critical-historical overview of the period, to examine the way in which the technological
contribute to the Golden Age of British computer game development, 1979 1989.
Introduction
In this essay I want to talk about the visual qualities of classic computer games made in
the UK, during the 1980s. In order to do that, Ill explore how the limitations of of 8-bit
combined to create a distinct game aesthetic. The history of computer and videogames is
hardware development (Kent, 2002). We are now getting to grips with the greater
plurality of voices involved in game development for the past forty years. Through new
museum exhibitions and scholarly research fresh light is being shed on game development
as something happening everywhere, bringing into view the historic importance of national
and regional practice in game development (Gazzard, 2013). Our understanding of games
has been enriched by a growing interest in games history, and we are much better placed
today to understand the games culture of particular times and places. Conversation is
shifting away from the grand narratives of corporate multinationals, and toward the
activity of communities in towns and cities around the world. As such I want to ask, what
I will argue that the games of the ZXSpectrum [Fig.1] epitomise the aesthetic of the
1980s in computer games. This argument is made in three parts: first though the
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peculiarities and constraints of the hardware; secondly the importance of magazine editors
and illustrators to games culture; thirdly the ambitions of developers. Ill show that rather
than standing apart from the broader culture of the 1980s in a cloistered subculture,
British developers and games magazines demonstrated a desire to use computer games in
the same counter-cultural fashion as the music, illustration and television of the period.
Games Culture
The technology of the novel has remained the same since it was first conceived; cinema
technology has likewise only recently changed in the switch to digital imaging before
that, film projection remained the same for almost 100 years. Computer games and
through upgrades to their computing power and changes to the physical form of interfaces.
Moores law beats at the heart of the industry, and consumers and developers expect a
like Sinclair and Amstrad a characteristic arms race emerged, and developments in
computer graphics, memory, storage, sound, animation and control became the measure of
progress. At home, our televisions played host to these ever changing technologies, as
machines like the Magnavox Odyssey [Fig.2] games console and Tandy TRS-80 first
Throughout the 1980s videogames migrated from the communal world of the arcade
into the domestic sphere, on consoles and personal computers. Piggy-backing on the surge
of interest in personal computing, which was driven in part by major TV series by ITV
and the BBC, computer games played an integral role the fortunes of British brands like
Sinclair and Amstrad. Games, rather than office software, drove substantial hardware
sales. For schoolchildren, raised on an increasingly Americanised pop culture diet, the rise
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of computer games1 expressed homegrown visual ideas and experiences that resonated
with the comics, television, and music of the UK. Personal computers such as the BBC
Micro [Fig.3] and Acorn were made available in British schools, replete with a selection of
educational and not-so-educational games. The ZXSpectrum (1982), Amstrad CPC (1984)
and Commodore 64 (1982) achieved widespread success, and British developers created
games for all these platforms. In this brief window of energetic computer game
It was a time of rapid change, and for many of the young developers it was an
opportunity to take the eccentric products of their hobby to market for the first time. The
computers (Gazzard, 2013). Machines purchased with the intent to work and study would
Developers who were capable of releasing games of a persistently high quality were
able to build a reputation and get greater exposure in magazines, such as ZZAP!64 [Fig.4]
and CRASH. Later, many of those same companies would struggle and collapse under the
pressure; markets became saturated with generic, cloned and pirated products and the
Montfort, 2009). While those who had grown quickly now struggled to maintain
commercial momentum as the computer game bubble burst, amateur makers and small
studios continued to test the market with unproven and original concepts. In retrospect the
story of British computer game development is one of experiments that somehow found an
audience. While large mainstream companies like Codemasters emerged during this
period, it was also the breakout moment for Britains independent developers.
1
It is important here to clarify the difference between computer games and videogames. A
computer game is a digital game created and played on a personal computer, whereas a
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Arcade Colour, Illustration & Attribute Clash 1979-89
From our present moment looking back, clouds of collective nostalgia surround the
appreciation of these computers and their games. The introduction of computers such as
the BBC and Acorn in British schools meant that almost every child in school throughout
the 1980s had some degree of contact with the technology, a fact that adds substantial
weight to the nostalgia. I want to comment here on the strangeness of many of the
computer games available during the 1980s, with their garish colour palettes, strange
themes and off-kilter humour. I want to make a small gesture toward explaining how we
arrived at this decade of creative computer game development in the UK, and set out some
of the context.
To understand British computer game development of the 1980s we need to first talk
about television. The earliest personal computers created in the United States were
designed to connect to a television set. British-made machines such as the Spectrum series
were likewise connected to a television display. In the 1980s the BBC launched its
British manufacturer Acorn would go on to design the BBC Microcomputer or Micro for
use by schools. In this way, the broadcaster played a crucial role in undergirding the
growth of computing in the UK, and Margaret Thatcher would proudly exclaim in a
speech in 1983, [d]id you know weve put a micro-computer in every school?2 Britains
margin. Television would continue to play host to computers in other more ordinary ways,
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Arcade Colour, Illustration & Attribute Clash 1979-89
Standing in the corner of the living room, television dominated the living rooms of the
British public throughout the 1960s and 1970s. The telly superseded radio as the
principal means through which people would get information, entertainment, and even
check the weather. Family life grew to accommodate the changing routines of television
reverse; in the words of Richard Serra, The product of television, commercial television,
is the Audience. Television delivers people to an advertiser. The box would now also
deliver gameplay to people in their homes, and juxtapose broadcast television images with
8-bit computer graphics with the switch of a cable and the turn of a tuner.
Physically speaking, televisions were styled to look in keeping with the other furniture
programmes, the structure of content would follow the familiar terms of radio production,
with a heavy emphasis on programming time slots. A family would have to be ready to
watch a show that commenced at a certain time. Prior to the invention of the VCR,
television was a medium that the audience would necessarily have to organise themselves
around.
Imagine the disruption then of the addition of a VCR, games console or personal
computer to the ecosystem of the late 1970s living room. Each establishes expectations of
use that clash wildly with the programming culture of television broadcast and
consumption. The physical addition of computer and videogames to the television from the
late 1970s onward radically broke away from the status quo of the living room. The sheer
visual fields and blocky pixel forms of computer and videogames proposed a wholly
different way of using the television, affording interaction and play and displaying new
abstract imagery. It is important to underscore how disruptive the use of computer and
2
Speech made at the Metropole Hotel, Birmingham, 1983.
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Arcade Colour, Illustration & Attribute Clash 1979-89
videogames was in the context of television programming, causing parents and children to
clash over the use of the TV. The migration of computer and consoles into the bedroom
their use in the living room. In 1983 an internal video produced by American
manufacturer RCA entitled The Future is Now perfectly summarised the predicament in
the promotion of its new series of multiple input/output television video monitors. The
In this consumer revolution the battleground is the TV set. Consumers are not locked
into network programming anymore: they have or they want cable; there are videogames
demanding screen time too; not to mention VCRs, video discs, video cameras, and many
other new products. The bottom line is a television doesnt have to be a receiver anymore.
flickering greys forming the plump face of Richard Baker as he read the BBC News. By
1967 BBC2 had kicked off broadcasting regularly in colour, but a colour set receiver was
extremely expensive. However, as global consumer technology prices plummeted set costs
did too, and by the mid 1970s most people had upgraded from monochrome to colour
television. In something of a twist, as early colour television entered the mainstream, early
creative choice and a technical constraint. In some homes, black and white television sets
that had been replaced by colour sets would be repurposed as displays for computer and
videogames.
Colour, shape and animation play a crucial role in the design of playable and effective
games. Colour and shape are the primary means with which we distinguish one form from
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Arcade Colour, Illustration & Attribute Clash 1979-89
another in games. At a fundamental level, games are about managing and organising
complexity and creating distinction. For example, consider a chessboard and pieces: first,
black and white distinguish the players from one another. Secondly, shape distinguishes
the chess pieces from each other and also defines the board, and finally rules concerning
movement or animation determines how those pieces can be manipulated. In this way
formal qualities make the game legible to the players. Colours provide the player with
contribute to the realism or legibility of a scene, it can be used for its graphic quality,
making a menu or text item stand out, or reducing the complexity of an otherwise visually
As games have developed over the past forty years the function of colour has changed.
Since the early 1990s the advent of higher resolution displays, broader palettes and three-
dimensional graphics has meant the tools and products of game development have
converged to a great extent with those of graphic designers, animators and filmmakers.
This increased disciplinary overlap has meant that production knowledge and notions of
best practice have become more significant in game development. As such, the use of
compared to their earliest counterparts. Understanding what has happened to the colour
usage in games since the 1990s, we can look to the previous two decades with renewed
interest in the unique quality of the aesthetics, both in terms of form and content.
outputted a monochrome image when plugged into a television. The machine was
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Arcade Colour, Illustration & Attribute Clash 1979-89
backgrounds that could be applied to the television set directly, in order to colourise the
game image. While there were many different sizes and shapes of television, Magnavox
released overlays in only two standard shapes and sizes, an early challenge to the
implementation of colour in games. While These gels added colour and were closely
tailored to each game, players would often mix and match overlays onto other games that
approximately suited them. The image of racing tracks, tennis courts, haunted houses and
mountain ranges sat superimposed onto the surface on the television screen with an
awkward impermanence. The white light of the videogame shone through the plastic
veneer of the overlays, making the illustration interactive. In addition, these overlays were
being used extensively in the arcades to colour tint the white-on-black graphics of various
raster and vector games, and were fitted to the cabinet. Elements of score keeping were
also recorded using physical tallies, visually connecting the Magnavox Odyssey to its
Cabinet art and overlay design in the arcades matched more closely, as seen in
machines like Cinematronics Star Castle (1980) [Fig.6] where colours and details from the
control panel align with those of the overlay illustration. At home, overlays didnt
adequately sate the desire for the kind of full colour display that was already promised by
television and cinema. From the outset the poverty of the game image was apparent,
resolution, the simplicity of game graphics were reiterated each time the player switched
between the photographic image of the television and the pixel graphics of the console or
computer.
Like 19th century magic lantern slides that anticipated the development of film
animation, these colour overlays reflect a clear aspiration for games to advance visually
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Arcade Colour, Illustration & Attribute Clash 1979-89
the rhetorical ambitions of hardware manufacturers who sought to emphasise the digital
revolutionary nature of the technology. The development of game graphics has been
shaped by both market motives and a subtler horizon of expectation. Box art promised
colour and fidelity that couldnt be delivered by the technology, creating a desire that
would nonetheless shape the priorities and direction of computer and game development.
The underlying game image was felt to be lacking, and colour overlays were only a partial
compensation.
promotional artwork to books and their covers. The reader of a book takes some meaning
from the cover, but ultimately their imagination builds on the written word. But ultimately
written language functions differently to visual language in so far as the square pixel that
represents the ball in Pong is an attempt at the image of a ball. We dont have to wholly
imagine a tennis ball because there is something for us to look at, however imperfect a
representation. Overlays only highlighted that imperfection, and while you had to use your
imagination nonetheless immediate effort was made to develop the game image.
While the earliest game graphics plotted rudimentary black and white forms across the
screen, such games were often marketed as elaborate fantasies, involving sci-fi scenarios
and action plots. From the outset arcade cabinets (and their mechanical predecessors)
were richly decorated with imagery that expanded on the premise of the game. On every
visible surface of the cabinets large decals containing ornate text and images worked like a
call to action, attracting players and firing the imagination. This disparity between
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Arcade Colour, Illustration & Attribute Clash 1979-89
characteristic of the aesthetic of videogames of the period in question, from 1979 to 1989.
Illustration for books and periodicals dates back to the golden age of Illustration
throughout the Nineteenth century. Illustration was the primary means of creating high
quality, images that would eventually be printed in colour. These images would be used in
all aspects of life to promote and communicate products and values. Toward the end of the
illustration as the principal means of depicting products for the market (Male, 2007).
Throughout the 1970s there was a revival of interest in creative illustration driven by the
popularity of album artwork, book illustration and comics. Artists like Roger Dean would
become household names in the UK for their surreal imaginary worlds, exquisitely
rendered in airbrush, for bands like the progressive rock group Yes!
In 1977 weekly sci-fi comic 2000AD [Fig.7] launched, providing a platform for a huge
number of writers and artists. 2000AD channelled the tradition of satirical social critique in
British cartooning (dating back to Punch magazine, established in 1841), breathing new life
into science fiction and fantasy through strips such as Judge Dredd. By the late 1970s it
was clear that the UK had entered into a energetic and distinctive new period of
illustrative picture making, and throughout the 1980s artists often worked across a number
of fields, including games. The pressures of the Thatcher government energised the latent
satirical sentiments of artists across all fields. From The Beano, to Viz, to the puppet show
Spitting Image, illustrators and artists channelled a spirit of disobedience into their work.
In 1984 a Swiss-born illustrator named Oliver Frey teamed up with two brothers by
the name of Roger and Franco Kean to establish Newsfield Publications. Frey had been
illustrating comic strips for IPC Magazines, who owned and distributed 2000AD, while his
brother worked for a German importer trading in games for the ZXSpectrum. Newsfield
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Arcade Colour, Illustration & Attribute Clash 1979-89
would provide magazines for the burgeoning interest in computer games on the
Games Machine and Fear. Frey would create illustrations [Fig.8], including ambitious
cover paintings, for many of the magazines. Later, as Newsfield diversified its business
interests and branched into game publishing, Frey would go on to create original artwork
Freys cover images and posters for the Newsfield games magazines are interesting
representations. Many of the illustrations produced for CRASH, ZZAP!64, AMTIX!, and
The Games Machine directly interpret newly released games in highly detailed acrylic ink
and airbrush renderings. These images often exceeded the level of detail and complexity
seen in official imagery printed onto the inlays of game cassettes available for each
depicting the hardware itself dynamic and original ways. The appeal of gaming magazines
has always been in providing a surplus of information into which the readers can immerse
In the case of Newsfields magazines, Freys high quality, full colour illustrations
accompanied the text. Image and text conspired together to create the necessary hype that
Freys artwork connected the world of British comics and game development. Through
his work at 2000AD and his fascination with the work of Frank Hampson (who created
Dan Dare for Eagle comics) [Fig.9], Frey enhanced the appreciation of games by bringing a
Frey and his colleagues saturated the imagination with images of games that were more
dramatic, more violent, more dynamic and more garish than the standard marketing fare.
Artists such as Gerald Scarfe and Simon Bisley had developed an experimental satirical
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Arcade Colour, Illustration & Attribute Clash 1979-89
style throughout the 1970s and 1980s, and they motivated other British illustrators to
loosen up their styles and explore more expressive airbrushing and rendering effects.
Freys work becomes looser and more expressive over time, and dynamic picture-making
Sinclair
By the end of the year 1972 Atari had produced Breakout for the arcades, conceived as
and colour an otherwise monochrome image. Young engineer Steve Wozniak was tasked
with the construction of the Breakout arcade machine, based on the concept of Nolan
Bushnell and Steve Bristow. Wozniak built the game in hardware, in a highly idiosyncratic
and economic way. Later Wozniak worked with Steve Jobs to begin development of the
Breakout and the Apple I. The Apple II (1977) would establish the standard for colour
displays (and many more features) in personal computing. The Apple II was the first
computer capable of outputting a colour signal to a TV set [Fig.10]. Jobs and Wozniak
recognised early on the need to develop colour displays as part of their computers, which
employed a graphical user interface with mouse control. The Apple II would introduce to
Three years later in 1980 Science of Cambridge Ltd the company of British Inventor
Clive Sinclair released a kit computer called the Sinclair ZX80 [Fig.11]. After renaming
the company Sinclair Research Ltd the group released their second computer, the Sinclair
ZX81. In 1982 the Sinclair ZX Spectrum was released, into a market with many
home computer, and each of the machines retailed at more or less 100 pounds, depending
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Arcade Colour, Illustration & Attribute Clash 1979-89
on the model and whether it was preassembled. This price point radically changed public
perception of personal computing, as it was available in high street stores, and was
released into a marketplace where systems like the Apple II were prohibitively expensive.
The Sinclair computers ran a variation of BASIC meaning that they could double as
machines used for both the consumption and production of gaming software. Sinclairs
ambition to see a computer in every home may not have been realised, but it certainly
seemed like the machines had achieved considerable success. At its peak Sinclair
It is important to note that the Commodore 64 and Amstrad CPC computer competed
with the Sinclair ZX81 and Spectrum series in the British market, and many games that
were created for the Sinclair computers would be ported to the other machines, and vice
versa. However, in retrospect it is the ZX81 and Spectrum computer series that are most
symbolic of the period, for a number of reasons not least the radical pricing that
All of the Sinclair computers in question had been industrially designed by Rick
Dickinson, with mechanical engineering by Chris Curry and the team at Sinclair Research
Ltd. Early machines such as the Tandy TRS-80 (1977) and Commodore PET (1977)
established the physical conventions for computer shape that the later IBM machines
would reiterate. Box-like, unemotional and utilitarian forms that provided the necessary
functional elements but lacked any finesse. Dickinsons work at Sinclair Research Ltd
created a significant sense buzz around the Sinclair products. The distinctive wedge shape
of the ZX80 was further elevated in the ZX81 by the use of injection moulding to create
the high quality case. The use of dark charcoal coloured plastic, with a red accent logotype
and grey keys created a palette that strongly resonated with the aesthetics of the 1980s;
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Arcade Colour, Illustration & Attribute Clash 1979-89
sleek, modern and dangerous, but with a luxurious attention to detail and coherent overall
shape. The ZX81 would earn Rick Dickinson a Design Council Award.
Colour Clash
Brilliant industrial design and aggressively low pricing put Sinclair computers on the
map; so to did Sinclair himself, who was a conspicuous figure in 1980s Britain (he was
certainly more visible than most other inventors of the time.) But the Sinclair ZX
Spectrum systems had a technical issue that ultimately sticks in the memory of of the
With its colour display and graphical user interface the Apple II had introduced 8-bit
aesthetics. Many of the machines of the period could display in a variety of different
modes: low res, hi res, greyscale and often through the flick of a physical switch. Colour
implementation was also highly variable from computer to computer. 8-bit graphics didnt
indicate a consistent standard colour palette, and as such consumers investing in a Sinclair,
Games that had been ported to run on several different systems drew attention to these
inconsistencies. Colours were also varied based on whether the signal was NTSC, PAL or
SECAM.
The Sinclair ZX Spectrum employed 8 basic colours including black and white, and
This extra brightness and garishness gives the graphics of the ZX Spectrum its distinctive
lurid aesthetic. While other systems including the Apple II displayed colours that included
some tertiary colours, the Spectrum delivered pure primary and secondary colour with a
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Arcade Colour, Illustration & Attribute Clash 1979-89
The most enduring part of the Sinclair aesthetic arose from a technical problem that
game developers struggled to overcome, leading them to discover novel ways of creating
game graphics. The problem was called attribute clash, but developers and players would
colloquially call it colour clash in reference to the peculiar cycled colour effect [Fig.12].
The graphics system for the ZX Spectrum was optimised for the display of text. Within an
8 by 8 pixel square, if more than three colours were present together parts of the image
would flash different colours. While a conventional text display would not encounter this
problem with any frequency, games were a different matter. Detailed coloured
backgrounds would glitch if the colour was too varied and dense. Characteristic flashing
blocks would appear in the image, and the movement of the player character and other
Colour clash could be avoided by deliberately creating games that where monochrome,
with only two colours occupying an 8 x 8 space at any one time. Games that required
speedy frame-rates and animation could necessarily opt for monochrome graphics, though
more complex colour would be judiciously used in the interface elements surrounding the
play space of many games. In games that attempted more complex multi-colour scenes the
movement of the character would draw attention to the ink and paper (figure and
ground) nature of game sprites. Blocks of underlying or foreground colour would become
more visible as objects moved in relation to one another, colour clashing readily visible.
The programmer and artist Don Priestley created very large sprites in several of his
games, including Popeye (1985) Trapdoor (1986) [Fig.13] and Flunky (1987). These super
sprites would suffer less from colour clash because of the large sprites with consistent
internal colour. In pushing against this perceived flaw in the display to find a workaround
Priestley created a new scale of sprite design that brought game graphics closer to the
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Arcade Colour, Illustration & Attribute Clash 1979-89
The aesthetic of colour clashing and the solution of monochromatic graphics are the
two sides of the same aesthetic: bright primary colours in large rectangular blocks,
juxtaposed with small square multi-coloured clashes; large variations in animation quality,
the blocks of colour used to negotiate the problems of colour clash recall the cellophane
overlays of the arcades and the Magnavox Odyssey. Lurid blocks of sheer colour against
black, refusing any kind of naturalism, peppered with a unique visual glitch that seemed to
echo the throttled, clicking speaker sound this is the aesthetic of the ZX Spectrum.
Conclusion
The flickering, glitching aesthetic of colour clash soon became part of the aesthetic of
the ZX Spectrum, since it was ever present in almost all games. As other systems emerged
to compete with the computer, such as the 8-bit Nintendo Entertainment System and
SEGA Master System, severe colour clashing became synonymous with Sinclair. As
games developers have conspired to clean up game graphics over the past 30 years, the
colour clash of the ZX Spectrum now stands out for its in-your-face graphic quality and
1980s British brashness. The ZX Spectrum is a key moment in the evolving aesthetic of
computer games, the leading platform in a British bubble stuck somewhere between the
landmark minimalism of the arcades and the global console wars of the 1990s.
However, when we take into account the broader context of the period, and see the
work of Newsfield and illustrators like Oliver Frey next to that of the game developers
working on the ZX Spectrum, it becomes clear that the British game design and culture of
the 1980s was a distinctive period in its own right, interacting closely with the other pillars
broaden our view to include the culture of games, particularly the work of magazine
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Arcade Colour, Illustration & Attribute Clash 1979-89
editors, illustrators, industrial designers and developers. At the same time it is important to
recognise that an idiosyncrasy like colour clash nestles in the memory of players. Like the
hard-boiled graphic art of 2000AD, or the pop commentaries of the The Smiths, the games
of the ZX Spectrum are metonymic of a larger zeitgeist, not because of any notion of
excellence that they embody, but for their obstinate desire to be different. This feeling
connects the machine and its games, and the magazines and illustration that embellished
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List of Illustrations
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Figure 13. Trap Door by Don Priestley, featuring characteristic large sprites to
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