Skip to main content

Ocean Software, Rise and Fall of a Giant



Repeatedly named the Software House of the Year, Ocean Software was one of the largest and most respected producers in the gaming world, a company that adapted and converted, in a masterful manner, the most successful Hollywood flics and arcade titles for the various platforms, ranging from the ZX Spectrum to Commodore Amiga and also for the Super Nintendo Entertainment System and Sega Mega Drive (aka as Genesis is the US).

We were, for fourteen years, bombarded with adds of their latest releases in all gaming magazines. Ocean’s logo stamped on the cover was all that it took for the game to sell millions of copies. This shows the strength and the quality of the brand.

It all started in the early '80s when its founder David Ward, after a visit to the United States, realized that videogames would be a good business to invest in, as shown by the emerging potential of the industry in that country. Thus, in 1982, he founded the company Ocean Software and slowly started hiring programmers for its headquarters at Manchester. At the end of the first year, Ocean had already achieved profits of 500 thousand pounds and more than 200 thousand games sold. Then, David Ward became president of the company and his partner, Jon Woods, commercial director. By that time, Ocean had already 60 developers from across England with an average age of around 19 years.

In addition to its talents within the company, Ocean was also proud of its external sources, including Jon Ritman and Bernie Drummond, Denton Designs, Sensible Software and Digital Image Design.

David Ward said "The key to sell a lot of games is to make them identifiable to the public" and, thus, Ocean assured licenses for major film successes, television series and arcade games despite their first titles were total flops: Knight Rider, Street Hawk and Transformers were examples of bad conversions.
However, in 1987, profits of Ocean already ascended to £ 10 million with over three million games sold. By this time, Ocean acquires the "defunct" rival Imagine Software, the company responsible for two classic hits like Renegade and Yie Ar Kung Fu, cementing its international reputation through the Ocean brand with excellent conversions for Konami 8bit arcade machines.

Ocean grew exponentially and its influence reached its peak. The developers were able to create fantastic games and started having fun while doing them. 

By this time, Ocean decides to reward their employees putting their names in the credits of each game. Programmers, artists and musicians were now more motivated than ever and thus wanted the title to be the best possible, cause their name was now exposed to the world.

Obtaining licenses to create games from movies was, at that time, very easy and cheap. Movie studios did not have the perception of the potential that videogame industry had started to have. There were attempts, by Atari, to recreate the movie ET: The Extra Terrestrial. Spent £22 million and the results were much lower than expected. Ocean was determined to do it as it really should be done and Gary Bracey was responsible for acquiring the rights.

One of the best licenses was Robocop. This low-budget movie had a huge acceptance from the public and the game sold millions of copies in different platforms. It was probably one of Ocean’s most profitable games and its license was insignificant in monetary terms.

Between all this success and popularity, there was also room for failure. One of the worst acquired licenses was Hudson Hawk. The film, written and performed by Bruce Willis, was genuine garbage and the game does not go beyond that.
Anyway, more than 100 games have comfortably placed Ocean on top of the charts through the years.

However, tension began to rise. There was the need to release the game simultaneously with the premiere of the movie and, sometimes, that forced programmers to work 24 consecutive hours in order to obtain the final product on time to be sent to the duplicating machines.

The arcade licenses were also very important to Ocean. Between 1983 and 1992 half of the games published by the company were based on movies or on arcade games.

Simon Butler worked on many film and arcade successes, such as Total Recall, Platoon, Darkman, The Adams Family and Combat School, and recalls that the conversion to 8-bit machines – Spectrum, Commodore 64 and Amstrad – were always the most challenging and complicated to perform. One of the most successful conversions of arcades was Chase HQ. Bill Harbison, who joined the team in 1988, confessed that, to do an arcade game conversion, he needed to have the machine itself in the office and, while playing, he would draw sketches of the scenarios as reference.

There has always been competition and Ocean wanted to be the best. Its biggest opponent was initially U.S. Gold. Later, when the first consoles started to emerge, the extinct Acclaim also became Ocean’s largest rival. Even internally, healthy competition also existed. The various teams were always wanting to better themselves and exceed expectations.

The evolution and changing time eventually came with the 16-bit machines. Programming for these new machines now takes twice as long and Ocean was not afraid of the challenge. They were excited!

The early 90s were, for Ocean, times for reflection. Remained the question of how the industry would develop. Then, in 1994, a new company within Ocean, Tribe, was formed to meet future challenges that had to be overcome: the giant leap from 8-16bit for the 32-64bit.

Were then created separate teams, each comprising a team leader, programmer and main designer. Games began to be planned six months before any programming was initiated and, in 1996, Tribe was already composed by 80 members.

That same year, the company ended up bought by French Infogrames. The headquarters remained in Manchester until Infogrames also purchase Gremlin Graphics in 1999, which led them to change the entire base of operations to Sheffield. Shortly after, Ocean brand was extinguished. GT 64 Championship Edition, for Nintendo 64, was Ocean’s last game.


Who is between 30 and 40 years old, recall with some sadness and nostalgia the disappearance of Ocean. They left a remarkable legacy that, even today, still manages to impress.


If you're into retro video gaming related stuff, please subscribe at http://www.youtube.com/user/ThePixelTHING and visit http://www.facebook.com/PixelThing & http://twitter.com/Pixel_THING

Support the show on Patreon: http://www.patreon.com/PixelTHING

Comments

Popular posts from this blog

Indiana Jones and the Last Crusade (1989) PC/Amiga Review

For the PC I’ve recently purchased this game through Steam, but I’ve also got the Amiga’s Kixx XL 1992 floppy re-release of this awesome title.
Inside a pretty looking big box, there’s the three floppy disks, a folded manual that includes, besides all basic info, the Translation Table that is simply the copy protection codes that are asked when you start the game. Also inside comes a Kixx XL complete catalogue of their re-releases back in 1992. And, finally, the crown jewel: Dr. Henry Jones diary, like the one we see in the movie. I haven’t read it yet, but I believe that it’s filled with interesting stuff. It has hand drawings, sketches, newspaper pieces, letters and even the map showing the canyon of the crescent moon! It looks like it was written by hand. It’s just amazing the awesome stuff that used to come inside these big boxes back in the day.

Back in 1989, Steven Spielberg brought us the third movie of the Indiana Jones adventures, my favourite one. The Last Crusade transports u…

The Untouchables [1989, C64] Review

Kevin Costner, Sean Connery and Andy Garcia joined forces to hunt down Robert De Niro in this amazing movie from 1987 under the direction of Brian De Palma. Two years later, Ocean Software, the masters in movie and arcade conversions, puts us through six levels of hoodlum hassling.
The Untouchables are a special group of guys who have the power to do whatever is necessary to keep the civilians safe. So, we’ll be facing all sorts of bandits loyal to Al Capone’s own law to oppress and threaten the innocents of Chicago.
The game was available for Atari ST, Amiga, Amstrad CPC, MSX, DOS, NES and the Super NES, but the version that really stand out from the crowd was, besides the one for the ZED X Spectrum, the Commodore 64, that obtained 96% in Zzap!64 magazine.
If you liked the movie, the game is even better!
The first level, a multidirectionally scrooling platform shoot’em up type of thing, takes us to this warehouse which Capone’s gang use as their base. We need to gather some evidence of t…

Myth - History in the Making [1992, Amiga] Review - It's a Pixel THING

I grew up enjoying all Ray Harryhousen’s extraordinary movies with cutting edge stop motion technology and one of my favorite films of all time is Jason and the Argonauts. Ray left us a remarkable legacy of adventure and action packed titles that will prevail for many years to come.
So, where MYTH fits into all this? Well, if you played the ZED X Spectrum or Commodore 64 version back in 1989 or, this one, the Amiga version released in 1992, you’ll know what I’m trying to say. MYTH is a stupendous videogame title extremely based on Rays Harryousen’s movies. As seen on my last episode, videogames in the 80s were highly influenced by the movie industry.
Developed and released by UK based software house System 3 for the greatest machines of late 80s, its pinnacle is the Amiga version. This version was on development for over two years after the 8 bit versions were out. So, it had to be good!
An Atari ST port of the Amiga game was also on development, but it ended up on the recycle bin. So, i…