Retro Gamer

From The Archive: Kingsoft Gmbh

Far from wanting to be a burger king, Fritz Schäfer tells Retro Gamer how he progressed from working at Mcdonald’s to founding one of Germany’s best known computer game publishers from the comfort of his family’s home

- Words by David Crookes

Fritz Schäfer charts the highs and lows of his company, which became a powerhouse publisher in Germany

Fritz Schäfer may not be well known to many gamers outside of Germany, but in his native country he became something of a games king. From humble beginnings running a fledgling publisher from his family’s home, Fritz not only grew his company, Kingsoft, into one of Europe’s biggest and earliest videogame companies, he helped to establish the games industry in what was then West Germany.

His journey to the top began at the end of the Seventies when Fritz was studying electrical engineerin­g at Rheinisch-westfälisc­he Technische Hochschule Aachen, a technical university in North Rhinewestp­halia. He learned to program in Fortran and later used some of the money he earned in a part-time job at Mcdonald’s to buy a relatively inexpensiv­e, second-hand Commodore PET 2001 from a cash-strapped seller.

At the time, the young coder was interested in artificial intelligen­ce. “It fascinated me,” Fritz tells us, “especially when it was used in thinking and strategy games.” He considered writing a chess game for the PET 2001 in BASIC, having dabbled with the language in the early months of owning the computer. “But it was not a serious option because the speed was too slow, so I studied 6502 assembler,” he says. This gave

him the necessary tools to create a slick chess game with a fellow PET owner.

What emerged was a title called Boss. “It represente­d the figures on the screen within the limited graphic potential of the computer,” Fritz explains. When Commodore released the VIC-20 in 1981, however, Fritz noted it had the same MOS 6502 CPU and 5KB of static RAM as the PET but with a general-purpose colour video chip. As the VIC-20 flew off the shelves, Fritz had a brainwave. “There were no chess games for the computer at the time, and I thought there was an opportunit­y to offer Boss to other people.” Founding Kingsoft Gmbh in 1982 for the sole purpose of selling the game, he placed a small advertisem­ent in Chip magazine offering the game as a mail-order title.

“With these first ads everything started rolling,” he says. “The program was in demand and we delivered it to the customers on a cassette or a floppy disk.”

His mum manned the phone from their home, and a shoe cabinet was used as the basis of an ordering

and processing system. Not long afterwards, Fritz had another stroke of luck.

The programmer’s expertise with computers had led him to work with a software company called

Vobis, for which he would translate computer manuals and assist on the firm’s stand at computer fairs. It was during one of these events that Fritz built up the courage to approach the German chess grandmaste­r Theo Schuster who was competing against multiple computers in a human versus machine stunt.

“On the advice of Theo Lieven [one of the Vobis bosses], I shyly asked if I could participat­e with my Commodore computer and Boss and I was kindly allowed to do that,” Fritz tells us. “The chess master took the chess computers seriously and defeated them effortless­ly but, he wanted to move very fast on my program and he forgot about his powerful attack. My program survived the threat and afterwards had much better figures on the board. Then the master gave up”. Fritz certainly wasn’t shy in spotting the potential marketing opportunit­y of this situation.

Boss ended up being released for the

Commodore 16 and Commoroe Plus/4, as well as the Commodore 64. “We renamed it Grand

Master when we sold it in the UK in partnershi­p with Audiogenic,” Fritz says. Kingsoft then began to grow. “Through my ads, other hobby programmer­s became aware of me and sent me their work which I judged subjective­ly, dismissing many,” Fritz continues.

The next release, therefore, became Galaxy, a game by Henrik Wening which was a derivative of Galaga, an arcade title Henrik had previously cloned for the Commodore PET. Launched in 1983, it was joined by Fire Galaxy and Space Pilot in a fledgling line-up, the latter another game by Henrik but this time based on the Konami arcade title Time Pilot.

As well as Henrik, Udo Gertz also became an early star. He worked on Tom and Bongo for the Commodore computers in 1984 while Henrik created the Zaxxonesqu­e Zaga Mission in the same year. Udo continued his run with Ghost Town alongside Peter Hartmann in 1985 and Henrik created Space Pilot II. Meanwhile, Jörg Dierks created Karate King and Bridgehead while Alexander Graf Von Der Schulenbur­g caught Kingsoft’s attention with the graphic adventure game Legende In Eis in 1986.

The market in general grew so fast,” says Fritz. “But we had good early success. Space Pilot became a number one game in Britain and the Olympics games did very well.” Indeed, they did. Winter Olympiade (or Winter Events, as it was known in the UK) and Sommer-olympiade (Summer

Events) were developed by Udo and soon became Commodore classics.

Kingsoft was unusual in that it catered heavily for the Commodore 16 market when the computer was introduced in 1985. But here it proved lucky once again. In Germany, Aldi snapped up lots of excess C16 stock and Kingsoft just happened to be a publisher with its hand in the C16 market. As C16 sales experience­d a boom in Germany, sales of Kingsoft’s titles soared. “The special deal with Aldi was an important moment,” Fritz Schäfer tells us.

Fritz felt confident the company could expand. “We moved from my parents’ home in Mulartshüt­te to a normal office and warehouse space in Aachen,” he says. “We also developed our own distributi­on division which made us the exclusive distributo­r for important chains like Toys R Us and Vobis.” It was a case of

upwards and onwards and Kingsoft made the leap into the Amiga market.

As well as the vertically-scrolling shooter Iridon by Jens Meggers and Thomas Sikora in 1987, others titles included Fortress Undergroun­d, Soccer King, the platformer Mike: The Magic Dragon and the shooter Typhoon. Pinball Wizard was a particular sales success and Fritz also highlights Emerald Mine as a major release. Even though it was a budget title, this Boulder Dash clone had 100 levels (20 of them two-player) and is widely seen as an Amiga classic.

Fritz also had high hopes for Hägar The Horrible, Kingsoft’s first licence in 1991. Based on an American comic strip by Dik Browne, the game adopted a standard platformer design. There were plans to distribute the game in the UK, too, but it never made it to these shores. “Hägar The Horrible should have been a favourite,” Fritz laments. “Unfortunat­ely there were problems with the programmer so it did not get as good as hoped.”

By this time, Kingsoft had built a reputation as one of the major games publishers in Germany but it was still small. Marc Oberhäuser, who joined that year as the company’s accountant manager, recalls there being just six full-time employees, two sales representa­tives, one contractor and about three or four part-timers.

Marc, who had wanted to work in games developmen­t since the mid-eighties, ended up at Kingsoft just as it was considerin­g its next move in

1991. “The Commodore gold rush was already over but developmen­t costs for games were still low in the market that Kingsoft covered,” he tells us. That would start to change, however, as the move towards PC games began. The days when a game would cost between 5,000 and 20,000 Deutschmar­ks were close to being over, according to Marc.

Even so, wider European sales were helping matters. Emerald Mine, Space Pilot and Bongo had sold well in the UK but sales neverthele­ss began to falter. Locomotion in 1992 was a lovely title, for instance, and one of Fritz’s favourites, yet it didn’t sell in the numbers Kingsoft expected.

Part of the problem was its past. “Kingsoft was known as a budget games company: it was the German Mastertron­ic, if you like,” Marc says. “It had an exclusive deal with Toys R Us which was huge and the shops were plastered with Kingsoft games. But with the slow death of the Commodore platforms, sales at Toys R Us declined. Toys R Us had a 100 per cent right of returns, at the end of the day, all the remaining Commodore games were shipped back.”

It meant the last games developed by Kingsoft sold in limited numbers. “EON, Die Prüfung (both on C64), Balance (PC), Locomotion (Atari ST), Paramax and Missiles over Xerion (both on Amiga) – all those games were rated from okay to good but I don’t think they sold more than 500 games of each title,” Marc continues. “In fact, the Atari ST version of Locomotion sold just three copies, if I remember correctly – at the time the game was released, which would have been

1993 or even 1994, the Atari ST games market was completely dead.”

Kingsoft found it hard to keep up. “PC games started to become very expensive to develop and most required larger teams,” Marc says. “In the Commodore days, a flop or two wasn’t nice but it could be compensate­d whereas tens or hundreds of thousands would not be easy to write off.”

Trouble is, Kingsoft wasn’t as on the ball at this stage in terms of getting fresh talent on board. “On my first day I looked at a desk that had a one-metre high pile of sendings from small private game developers who had send their games demos hoping to find a publisher,” recalls Norbert Beckers, who joined as developmen­t director. “Those people did not receive answers for months. My position had been vacant for almost a year and there was in fact no developmen­t or publishing. I had to restart this from almost zero.”

Norbert had no experience of such a role, even though he was expected to conceptual­ise work, project manage, beta test, carry out press work, write manuals, manage print work, do press tours, create ad materials, organise exhibition­s and sales tours and manage the production of the final boxes. “I was just a young and curious gamer,” he says. “But they were highly interestin­g times and I learned a lot in those years.”

Realising gamers would not pay full prices for Kingsoft-labelled games, the company launched a publishing company called Ikarion Software catering for full-price PC and Amiga games. Kingsoft was left to solely focus on distributi­on.

Shortly after, Electronic Arts swooped and bought Kingsoft. “EA needed the distributi­on channel,” Marc says. “It wasn’t interested in Kingsoft’s developmen­t department and it didn’t sell any game compilatio­n of Kingsoft games or use any of the establishe­d brands.”

With that move, the whole of Kingsoft came to an end. A year later, in 1995, Fritz Schäfer left to concentrat­e on Ikarion full time. By that time, however, his impact on videogamin­g in Germany was confirmed. “Fritz was motivated enough to turn a one- or two-men kitchen table developer into a major software publisher and distributo­r for the German speaking market over a period of 1982 to 1995,” says Marc. In that sense, he really was an industry king.

Kingsoft was known as a budget games company: it was the German Mastertron­ic Marc Oberhäuser

 ??  ?? » [C64] Space Pilot II was, like the original game, based on Time Pilot by Konami although the background­s were improved.
» The Kingsoft journey began when Fritz Schäfer bought a second-hand Commodore PET.
» [C64] Space Pilot II was, like the original game, based on Time Pilot by Konami although the background­s were improved. » The Kingsoft journey began when Fritz Schäfer bought a second-hand Commodore PET.
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 ??  ?? Boss – is the game which inspired Fritz » [C64] Grand Master – originally called
Schäfer to set up Kingsoft.
Boss – is the game which inspired Fritz » [C64] Grand Master – originally called Schäfer to set up Kingsoft.
 ??  ?? » [C64] Zaga (or Zaga Mission as it was also known) was on the same lines as Zaxxon and proved to be a decent isometric arcade shooter.
» [C64] Zaga (or Zaga Mission as it was also known) was on the same lines as Zaxxon and proved to be a decent isometric arcade shooter.
 ??  ?? » [C64] A sequel to Galaxy, Fire Galaxy is a decent enough shoot-’em-up set to the backdrop of a great tune.
» [C64] A sequel to Galaxy, Fire Galaxy is a decent enough shoot-’em-up set to the backdrop of a great tune.
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 ??  ?? » [Amiga] Pinball Wizard allowed for up to four-player multiplaye­r and even got in a cheeky advert for Mike The Magic Dragon.
» [Amiga] Pinball Wizard allowed for up to four-player multiplaye­r and even got in a cheeky advert for Mike The Magic Dragon.
 ??  ?? » [Amiga] Not one of Kingsoft’s finest releases, Mike The Magic Dragon is your typical platformer game.
» [Amiga] Not one of Kingsoft’s finest releases, Mike The Magic Dragon is your typical platformer game.
 ??  ?? » [Amiga] The time-management puzzle game Locomotion was developed by Prestige and has players altering railway tracks to ensure trains have a smooth passage.
» [Amiga] The time-management puzzle game Locomotion was developed by Prestige and has players altering railway tracks to ensure trains have a smooth passage.
 ??  ?? » [Amiga] Hägar The Horrible is a fun cartoon platformer with eight huge levels full of collectibl­es and enemies to dispatch with your assortment of weapons.
» [Amiga] Hägar The Horrible is a fun cartoon platformer with eight huge levels full of collectibl­es and enemies to dispatch with your assortment of weapons.

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