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'''Don Priestley''' (born 1940) is a video [[game programmer]] who wrote for the [[ZX81]] and [[ZX Spectrum]] between 1982 and 1989.
'''Don Priestley''' (born 1940) is a video [[game programmer]] who wrote for the [[ZX81]] and [[ZX Spectrum]] between 1982 and 1989.


==Background==
==Career==
Until 1979, Don Priestley was a teacher. In 1981 both he and his son enrolled in a [[Pascal (programming language)|Pascal]] course at night school. Although his son dropped out, he carried on. One of his early programs was an adaptation of [[Conway's Game of Life]] which was converted to a newly purchased Sinclair ZX81.
Until 1979, Don Priestley was a teacher. In 1981 both he and his son enrolled in a [[Pascal (programming language)|Pascal]] course at night school. Although his son dropped out, he carried on. One of his early programs was an adaptation of [[Conway's Game of Life]] which was converted to a newly purchased Sinclair ZX81.


His first commercial game was ''The Damsel and the Beast'', inspired by a program called ''Mugwump'' and published by [[Bug-Byte]]. Further ZX81 games written freelance were ''Dictator'' (a successful strategy game later ported to the Spectrum) and ''[[Mazogs]]'' (which was later rewritten for the Spectrum as ''[[Maziacs]]''). ''Mazogs'' was one of the first home computer games to feature large mobile sprites.
His first commercial game was ''The Damsel and the Beast'', inspired by a program called ''Mugwump'' and published by [[Bug-Byte]]. Further ZX81 games written freelance were ''Dictator'' (a successful strategy game later ported to the Spectrum) and ''[[Mazogs]]'' (which was later rewritten for the Spectrum as ''[[Maziacs]]''). ''Mazogs'' was one of the first home computer games to feature large mobile sprites.


Priestley joined [[DK'Tronics]] in 1982 and developed games such as ''[[3D Tanx]]'', critically well received, it sold around 5000 copies per month for 15 months became Priestley's greatest commercial success.<ref name = GamesTM>{{citation|author=Darran Jones|title=Retrospective: Don Priestley|journal=[[gamesTM]]|issue=28|pages=154&ndash;155|date=February 2005}}</ref> Other games for DK'Tronics included ''Popeye'', released in 1985, it achieved critical success due to its huge, colourful sprites; amongst the largest seen on the Spectrum platform.<ref>[http://www.crashonline.org.uk/20/popeye.htm ''Popeye'' review] from CRASH issue 20, September 1985; retrieved from CRASH The Online Edition</ref><ref>[http://www.users.globalnet.co.uk/~jg27paw4/yr19/yr19_41.htm ''Popeye'' review] from ''Your Spectrum'' issue 19, October 1985</ref> This distinct graphical style, later used in ''[[The Trap Door (game)|The Trap Door]]'', ''[[Flunky (computer game)|Flunky]]'' and ''Gregory Loses his Clock'' happened by chance:
Priestley joined [[DK'Tronics]] in 1982 and developed games such as ''[[3D Tanx]]'', critically well received, it sold around 5000 copies per month for 15 months became Priestley's greatest commercial success.<ref name = GamesTM>{{citation|author=Darran Jones|title=Retrospective: Don Priestley|journal=[[gamesTM]]|issue=28|pages=154&ndash;155|date=February 2005}}</ref> Other games for DK'Tronics included ''Popeye'', released in 1985, it achieved critical success due to its huge, colourful sprites; amongst the largest seen on the Spectrum.<ref>[http://www.crashonline.org.uk/20/popeye.htm ''Popeye'' review] from CRASH issue 20, September 1985; retrieved from CRASH The Online Edition</ref><ref>[http://www.users.globalnet.co.uk/~jg27paw4/yr19/yr19_41.htm ''Popeye'' review] from ''Your Spectrum'' issue 19, October 1985</ref> This distinct graphical style, later used in ''[[The Trap Door (game)|The Trap Door]]'', ''[[Flunky (computer game)|Flunky]]'' and ''Gregory Loses his Clock'' happened by chance:
{{quote|The licensors, [[King Features Syndicate|King Features]] - were at pains to point out that any game had to include fair representations of the central cartoon characters, so I sat down with a large grid and came up with a figure of [[Popeye]] which was seven characters high and six wide - 42 characters to move for each frame!|Don Priestley|CRASH magazine issue 34}}
{{quote|The licensors, [[King Features Syndicate|King Features]] - were at pains to point out that any game had to include fair representations of the central cartoon characters, so I sat down with a large grid and came up with a figure of [[Popeye]] which was seven characters high and six wide - 42 characters to move for each frame!|Don Priestley|CRASH magazine issue 34}}
By the late eighties, Priestley felt that games development was moving away from single developers to team development. These changes did not suit Priestley's style of work and he left the games industry to return to teaching.<ref name = GamesTM/>
By the late eighties, Priestley felt that games development was moving away from single developers to team development. These changes did not suit Priestley's style of work and he left the games industry to return to teaching.<ref name = GamesTM/>

Revision as of 22:05, 22 July 2021

Don Priestley (born 1940) is a video game programmer who wrote for the ZX81 and ZX Spectrum between 1982 and 1989.

Career

Until 1979, Don Priestley was a teacher. In 1981 both he and his son enrolled in a Pascal course at night school. Although his son dropped out, he carried on. One of his early programs was an adaptation of Conway's Game of Life which was converted to a newly purchased Sinclair ZX81.

His first commercial game was The Damsel and the Beast, inspired by a program called Mugwump and published by Bug-Byte. Further ZX81 games written freelance were Dictator (a successful strategy game later ported to the Spectrum) and Mazogs (which was later rewritten for the Spectrum as Maziacs). Mazogs was one of the first home computer games to feature large mobile sprites.

Priestley joined DK'Tronics in 1982 and developed games such as 3D Tanx, critically well received, it sold around 5000 copies per month for 15 months became Priestley's greatest commercial success.[1] Other games for DK'Tronics included Popeye, released in 1985, it achieved critical success due to its huge, colourful sprites; amongst the largest seen on the Spectrum.[2][3] This distinct graphical style, later used in The Trap Door, Flunky and Gregory Loses his Clock happened by chance:

The licensors, King Features - were at pains to point out that any game had to include fair representations of the central cartoon characters, so I sat down with a large grid and came up with a figure of Popeye which was seven characters high and six wide - 42 characters to move for each frame!

— Don Priestley, CRASH magazine issue 34

By the late eighties, Priestley felt that games development was moving away from single developers to team development. These changes did not suit Priestley's style of work and he left the games industry to return to teaching.[1]

List of games

Sinclair ZX81

  • The Damsel and the Beast (1981, Bug-Byte)
  • Mission of the Deep (1981, Macronics)
  • Dictator (video game) (1982, Bug-Byte)
  • Sabotage (1982, Macronics)
  • City Patrol (1982, Macronics)
  • Mazogs (1982, Bug Byte)

ZX Spectrum

  • 3D Tanx (1982, DK'Tronics)
  • Meteoroids (1982, DK'Tronics)
  • Dictator (1983, DK'Tronics)
  • Maziacs (1983, DK'Tronics)
  • Jumbly (1983, DK'Tronics)
  • Spawn of Evil (1983, DK'Tronics)
  • Minder (1985, DK'Tronics)
  • Popeye (1985, DK'Tronics)
  • Benny Hill's Madcap Chase (1985, DK'Tronics)
  • The Trap Door (1986, Piranha Software)
  • Flunky (1987, Piranha Software)
  • Through the Trap Door (1987, Piranha Software)
  • Target (1988, Summit Software)
  • Up for Grabs (1988, Summit Software)
  • Gregory Loses His Clock (1989, Mastertronic)

References

  1. ^ a b Darran Jones (February 2005), "Retrospective: Don Priestley", gamesTM (28): 154–155
  2. ^ Popeye review from CRASH issue 20, September 1985; retrieved from CRASH The Online Edition
  3. ^ Popeye review from Your Spectrum issue 19, October 1985