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Jonathan Bell
The new best old thing?
The Computer Exchange
Rathbone Place, London
I loved my Sinclair ZX Spectrum.
For a time, I think it defined my existence. Coming home for the school
holidays, I would switch on the machine almost as soon I’d stepped through
the door. After endless weeks of longing for the piercing shrieks of a
loading game, the comforting feel of the keyboard and the thrill of guiding
little abstract collections of pixels around the screen, usually in search
of an equally abstract but immensely time-consuming goal. We were pioneers,
steering the ancestors of Sonic the Hedgehog (Monty Mole) and Mario (the
pith-helmeted Sabreman) through subterranean tunnels or jungle clearings,
beautifully rendered in two-dimensional environments, hewn from nothing
more than a bundle of pixels, eight colours and the boundless imagination
of bedroom-based games authors.
As I grew older, and computers assumed
an increasingly damaging image for a self-conscious teenager, the fun rapidly
wore off. Computing lost its appeal, and the screen that greeted me when
I switched on the Spectrum – 1982 Sinclair Research Ltd – seemed irredeemably
dated. The rigmarole of setting up and plugging in the various bits, disconnecting
the aerial from the family television and monopolising the set wore thin
for all concerned. The computer remained in its box for longer and longer
periods, until one day it stayed there – a toy that had exhausted its lifespan.
The little, spongy-keyed, 8-bit Spectrum
inspired ferocious loyalty amongst its owners. Although Clive Sinclair
has long since been relegated to hawking curious items made of black ABS
plastic from box ads in the back of the thinner-papered Sunday supplements,
there are those for whom he’ll forever remain a kind of god. An acquaintance
of mine once troubled to write, in a jagged approximation of a futuristic,
robotic hand, ‘I love my commuter’ on her Spectrum’s packaging. This level
of loyalty was not uncommon.
Old habits die hard. With the dawn
of fast, powerful PCs, aficionados whose affection was surpassed only by
their preternatural programming skills hacked and picked and rewrote the
entire hardware for these early, iconic computers, ‘emulating’ the original
instructions in software. An emulator is effectively a virtual version
of another computer, allowing, for example, a Mac owner to run PC software,
albeit at a slower pace.(1) As long as it has an electronic heart, almost
anything can be emulated – from hand-held video games (2) and educational
toys, to today’s high-powered games consoles (3) and the forgotten computers
of yesterday and the day before.(4) After all, processors are merely lines
of code set in silicon, and any programmer worth their salt should be able
to extract, extrapolate and fill in the blanks, writing code that recreates
the original circuits – a machine within a machine.
The emulation scene has grown to
mammoth
proportions, spawning websites and zines, forever hovering on the fringes
of legality.(5) Many of the original wardrobe-sized arcade machines can
now be replicated, down to the last pixel, on a home computer.(6) Emulation
has become increasingly complex as computer students attempt to recreate
every obscure machine ever made,(7) as well as tackle the Holy Grail consoles.
Nintendo’s N64, Sega’s Dreamcast
and Sony’s PlayStation
are the ultimate challenge high-powered dedicated hardware, which require
a speedy PC to imitate.
But for some,
software emulation is second-best. For them, old electronics shouldn’t
be imitated – especially when the real thing is out there, lurking in cupboards,
garages and underneath beds. Diehards maintain that mere emulation is no
substitute for the original silicon – especially when a console came with
an unusual proprietary controller, such as the silky smooth trackball of
Hypersports, Battlezone’s twin tank-control joysticks, or even Outrun’s
well-weighted steering wheel, which you span in frustration as you slid
off the digital track. However hard it tries, the PC, with its clacky keyboard
and hypersensitive mouse, struggles in its attempt to recreate these tactile
memories.
For a time, the hardcore retro gamer
had to trawl boot sales and dubious secondhand shops where equipment was
not tested, let alone guaranteed, to revisit the pleasures of their youth.
Now, for British aficionados looking for like-minded souls, there is only
one place to go. The Computer Exchange’s retro store (8) is one of the
few high-street outlets dedicated to this new consumer museology. Anonymously
located on Rathbone Place, just north of Oxford Street, the Computer Exchange,
or CEX,
is a cornucopia of forgotten delights. The seductive scent of heated polymers,
glowing cathode rays and box-fresh packaging is overwhelmed by the acrid
tang of a thousand teenage bedrooms imbedded in the scuffed plastic of
the grubby cartridges, battered joysticks and console pads, their surface
worn smooth through countless millions of thumb actions.
Crazed expressionist cabinets, sprayed
silver and constructed with a knowing nod to cyber-punk chic, clash with
the vintage equipment stored inside them. Frayed and tattered boxes bearing
the names of some of the early, pioneering games systems; Vectrex,
Tandy, the seminal Atari
2600 console, the Nintendo ‘Game and Watch’ handhelds which were the
Pokémon
cards of my childhood, are stacked up in colourful piles. Dotted around
the cabinets, like a Britart installation, are ageing televisions, their
screens alive with the brightly coloured, blocky graphics of yesteryear’s
classics. As much a shrine to nostalgia as a functioning shop, CEX is often
filled with wistful men recalling their youthful passions, a museum to
another kind of childhood memory.
Many of us still have a Spectrum
lurking in the back cupboard, fatally hobbled by a faulty power supply
or a sticky ‘L’ key. That fateful day when the machine was switched off
for the final time has long faded into the mists of memory. In truth, we
didn’t miss it. Vague memories of parental urgings to sell, interpretable
now as desperate attempts to regain massive outlays, were brushed off.
Gradually the technology index fell, and several hundred pounds of state-of-the-art
kit could be yours for a fiver. But now, at last, the value of this outmoded
equipment is inching back up. As well as being able to prove your savvy
financial intuition to your parents once and for all, there’s every chance
that the Antiques Roadshow of ten years hence will feature mint-condition
Pac Man cabinets and tabletop Space Invaders. A substantial part of retro
gaming’s attraction is the fetishisation of old, outdated electronic equipment.
From the quaint
Atari consoles of the late 1970s, to the tactile terrors of the early
1980s – computers with keyboards so ineffectual that typing was all but
impossible – retro gaming simultaneously evokes the Schadenfreude that
inevitably accompanies amused admiration for the travails of decades-old
electrical engi-neering, while demonstrating that nothing – nothing at
all can ever slip completely from the gravitational pull of planet cool.
Granted, many trends, fashions, technologies and products may be drifting
out there on a pretty distant orbit, but you can never predict when the
rogue asteroid of popular culture is going to upset the accepted order.
The retro gaming scene is no
longer underground, confined solely to a few London backstreets and the
denizens of the Internet. The ubiquity of computers in today’s work environment
and the successful targeting of the young adult consumer by companies like
Sony has encouraged major players such as Microsoft and Namco to re-work
collections of classic games for todays hardware, in effect, emulating
themselves. Style magazines sing the praises of the original machines,
celebrating their freshly fashionable lines and kitsch artwork. The private
ownership of a real video game machine has long superseded that other domestic
refugee from the arcade, the pinball table, as the knowing talisman of
choice for the successful creative professional. Michael Jackson’s mythical
Neverland ranch his Californian sprawl with funfair and zoo (remember Bubbles?),
came complete with a private video arcade, causing breathless conversations
of ill-disguised envy at my school. Now, however, those same schoolboys
are salaried young professionals with the money (and the space) to indulge
their childhood fantasies.
And the Spectrum? What is the legacy
of this seminal wafer of silicon? There’s a well-versed theory that the
Spectrum’s ubiquity, as well as its many competitors, created a unique
and fertile breeding ground for British programming talent, seeding the
billion-dollar global gaming industry, as well as inspiring the dot.com
revolutionaries to leap into the virtual void with little more than hand-scrawled
business plans and a friendly venture capitalist. We’re the first generation
that’s grown up, side by side, hand in hand with computers. Today, Internet
fan sites for the Spectrum (9) almost equal are as numerous as those dubious
homages to the more pneumatic actresses.
Perhaps we should not be too surprised
at the inevitable resurrection of yesterdays technology. The architectural
futurologist Aaron Betsky heralds retro-futurist design as a result of
consumer fondness for yesterday’s utopias, forms from the better worlds
we were once promised, yet somehow denied. (10) And so it is with retro
gaming. That original machines still tempt us away from their digital descendants
is a sign of computer cultures maturity, an ability to acknowledge and
celebrate historical precedents. Childhood moves swiftly from memory to
nostalgia, a backdrop of objects and deeds to grow fond of as their absence
increases. But in this age of instant replay, the ability to revisit ones
misspent youth is a journey too tempting to avoid. Computer culture –
our culture – is old enough now to have a history, and as retro gamers
we knowingly, and lovingly, buy back this historical detritus. The things
we’d once forgotten come back to the present as the chosen symbols of our
past.
Footnotes:
(1) ‘One system is said to emulate
another when it performs in exactly the same way, though perhaps not at
the same speed. A typical example would be the emulation of one computer
by [a program running on] another. You might use an emulation as a replacement
for a system whereas you would use is simulation if you just wanted analyse
it and make predictions about it.’ The Free On-Line Dictionary of Computing.
(2) Even Nintendo's
seminal Game
and Watch hasn't escaped. An extensive list of these candy-coloured
delights can be found here.
(3) The leading emulator is Bleem!
(4) Many publishers even post their
own, long-forgotten, games.
(5) The electronic auction site
eBay
has a wide selection of vintage computer equipment for sale.
(6) The Multi Arcade Machine Emulator
(MAME), perhaps the best-known arcade emulator, can reproduce more than
300 classic arcade games. Programmed by the Italian Nicola Salmoria, MAME
can be found here,
along with links to other emulators and the so-called ROMS – digital versions
of original arcade machine circuitry – that are needed to run the games.
(7) Oric aficionados are legion.
Even the Affair 8800, programmed by a series of switches, can be recreated
in all its 8K glory on your PC
screen.
(8) The Computer Exchange’s website
is here.
(9) See one of the many fan sites
here.
(10) Aaron Betsky, Architecture
Must Burn. London: Thames & Hudson, 2000.
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