Retro Gamer

From The Archives: Nexus Production­s Ltd

Nexus Production­s Ltd had a limited life span, from early 1986 to December 1987. In that time, it published nine computer games, but there is much more to this publisher’s story than meets the eye

- WORDS BY RICHARD HEWISON

The story behind the ambitious developer that released nine games in a few short years

After gaining their engineerin­g degrees in 1983, Paul Voysey and Tayo Olowu learned to program in machine code and wrote a sci-fi strategy game for the ZX Spectrum and Commodore 64 called Psytron, released by Emap-owned publisher Beyond to much acclaim in 1984.

Buoyed by that debut success, the co-authors produced a second game for Beyond called Psi-warrior, a more action-oriented effort for the Commodore 64. They then began working on their next game, again for the Commodore. However, decisions made elsewhere within EMAP meant that Beyond was soon sold to British Telecom, which had its own successful software labels. BT paid a cool £1,000,000 in September 1985 for Beyond, but that decision came like a bolt out of the blue to Bill Delaney, who was running Beyond at the time.

Paul and Tayo were not at all happy with the situation, having concerns over the implicatio­ns of the sale. They did not have to switch allegiance to BT, and so they chose to continue developing their new game called NEXUS independen­tly and find a publisher later on.

Much like his fellow colleagues at Beyond, Bill was equally unhappy at the prospect of moving over to BT and so he and Clive Bailey concluded that working for BT was not what they wanted. “I always had a vision of becoming a publisher,” says Bill. “Getting involved with Beyond and eventually running the company was a fast-track to that goal.”

With the connection­s he had within the games industry, Bill began to view the situation thrust upon him in a different light and saw it as an opportunit­y to start his own business, realising that he could help Paul and Tayo to publish NEXUS. “I approached Paul and Tayo once it was clear they were not going to deal with BT, and I asked if I could help market their new game. I had a fair amount of leverage in sorting advanced orders, which ended up funding everything during the game’s developmen­t period,” says Bill. He also intended to use a North American agent to license US games for marketing in the UK and Europe. That initial idea quickly evolved into

Bill, Clive, Paul and Tayo forming a new publishing company called Nexus Production­s Ltd.

With Paul and Tayo’s programmin­g skills and

Bill and Clive’s marketing and sales experience, they felt they had the proper skills to make the propositio­n work, but what about the company

name? Paul and Tayo were already calling themselves Nexus long before Bill and Clive left Beyond. “It wasn’t a given that the company would be called Nexus Production­s, but it just felt like the right name,” says Bill. “I don’t recall any massive discussion­s about alternativ­es.”

Bill and Clive left Beyond just weeks after the company was sold to BT, and Bill’s first task was to seek funding and source an office. He found rented offices in nearby Beckenham and set to work. “I got together my own funding from people I knew, and I was also talking to people regarding game licences, so there were plenty of opportunit­ies,” he tells us.

Nexus received backing from UK distributo­r Centresoft, which did not have any equity in the company, but had first rights on anything produced, with Bill pre-selling most of Nexus’ early products. He also began engaging with other developers, and a series of coincidenc­es lead to the formation of Paranoid Software as Nexus Production­s’ in-house developmen­t team, as Darren Melbourne reveals. “I had somehow managed to get Computer Trade Weekly delivered to my home,” he tells us. “I read it religiousl­y with a strong desire to get into the videogame industry. This particular weekend I’d read in CTW about Nexus. On the Sunday I went to pick up the Sunday papers for my dad, and on my way back I walked past a guy cleaning a white Jaguar XJS. I said hello and he looked up and it was Bill Delaney, who I recognised from the article in CTW. It transpired that he lived less than 200 metres from my home in Kent.”

Seizing the opportunit­y, Darren thought quickly and introduced himself whilst Bill continued washing his car. “I said, ‘My name’s Darren Melbourne and I’m going to make a games company. Can I talk to you?,’ and that was it. I met Bill three or four times after that. I literally wrote down on the back of an envelope what I thought our team would need to build a range of games, and he agreed to let us work out of his offices and fund us.”

Three months after that chance encounter,

Darren, along with teenage friends Mark

Greenshiel­ds and Ned Langman, turned up in the Beckenham office and began working on Paranoid Software’s debut game, an arcade shooter called Hades Nebula. “It was the classic scenario of turning up to the office in the morning and clearing out all the Kentucky Fried Chicken boxes,” recalls Bill Delaney, laughing at the memory of having a group of teenagers encamped in the office. “Great days, and fun times.”

“We were effectivel­y taken on as their internal dev studio,” adds Darren. “So, as well as writing Hades Nebula, we were working on a whole batch of other things as well.” In the early days of the company, Darren was expecting Paul Voysey and Tayo to be overseeing their work, whilst Bill and Clive concentrat­ed on the sales and marketing side. “I was really impressed with Paul and Tayo,” says Darren. “We were a bunch of scatty 18-year-old kids really who didn’t have a clue, and Paul and

Tayo would turn up in a sports car, dressed like they were going to a country club. They were who I was aspiring to be, whilst I was dressed all in black like a teenage goth!”

However, any expected mentoring from Paul and Tayo failed to materialis­e, as Darren explains. “Looking back, I don’t think they really wanted to be games programmer­s. They didn’t seem to know what was going on in the company they part owned. To us, it felt like Clive and Bill were really running things, and Paul and Tayo were along for the ride. I only saw Paul and Tayo maybe half-a-dozen times in those first three months and they never worked from the office. They would literally turn up for 20 minutes and then go. Our interactio­n with them was miniscule.”

US Gold took on early titles including NEXUS, Assault Machine and Warrior II (the latter two being written by Magnificen­t 7 Software) to sell in France, Germany and Spain, with those versions supplied in standard double-cassette crystal cases, rather than the distinctiv­e chunky hinged

I HAD A FAIR AMOUNT OF LEVERAGE IN SORTING ADVANCED ORDERS, WHICH ENDED UP FUNDING EVERYTHING DURING THE GAME’S DEVELOPMEN­T PERIOD BILL DELANEY

plastic boxes used for the UK. Nexus Production­s appeared to have a fairly strong line-up, but less than a year later, another business opportunit­y came before Bill and Clive that they found hard to ignore.

“I was shown a particular type of direct marketing product called Target Action, which was another publishing venture which I then bought into,” says Bill. Darren Melbourne and his friends knew little about what was going on, but Darren remembers sensing a change in focus from Bill and Clive, as Paranoid Software continued to work on Hades Nebula for the Commodore 64. “I saw Bill and Clive in the office a lot in the first three or four months, and then literally nobody turned up. Bill and Clive just stopped coming because they were concentrat­ing entirely on Target Action,” he says.

Bill’s new business became a dominant distractio­n, with him admitting years later that the new venture rapidly began to take priority. “It started to gain some significan­t traction and so I approached some venture capitalist­s, but one of their conditions was that

I had to go full-time. Obviously, that gave me a massive dilemma, as this new opportunit­y was just too big for me to let go.”

The implicatio­ns of what happened next were to be huge for Nexus. Bill signed the office lease over to Paul and Tayo, then he and Clive Bailey resigned as directors, leaving the company without any sales or marketing expertise. Bill then spent the next two years in Germany, leaving the games software industry far behind him. Bill believed that Paul and Tayo wanted more control over their own products and so he personally felt comfortabl­e leaving them to take the business forwards.

It was around this time that a new face appeared in the Nexus office, with former CRL Software developmen­t manager and creative director, Ian Ellery joining. “After Bill and Clive started on Target Action, our working relationsh­ip became exclusivel­y with Ian Ellery,” remembers Darren Melbourne. “Looking back, Ian was basically left to run the ship.”

The in-house developers and recent recruit Ian Ellery soon found themselves in a difficult situation. They continued to turn up at the Beckenham office, but the alarm bells should have been ringing. Unfortunat­ely, Paranoid Software was not living up to its name, remaining idealistic­ally optimistic that everything would turn out fine. “We naïvely expected them to roll on and fund the next project,” remembers Darren. “We ended up working out of that office for another eight months because it was paid for, but nobody else ever turned up.”

Despite the uncertaint­y, Nexus published a handful of other titles. Firestorm for the ZX Spectrum was followed by Micronaut One from programmer Pete Cooke. That game was an idea

OUR RIGHTS TO THE GAME WERE NON-EXISTENT AND WE HAD NO CHANCE OF GETTING IT BACK TO DO ANYTHING WITH IT DARREN MELBOURNE

that Pete had been thinking about whilst producing his last few games for CRL. His impressive 3D tunnel-racing, parasite-defeating ZX Spectrum game was technicall­y brilliant and immaculate­ly presented.

With Hades Nebula finished, and with nobody else instructin­g the team what to do otherwise, Paranoid Software continued to write games for the Commodore 64, including another shoot-’emup called Blazer.“blazer was written using the Hades Nebula code,” explains Darren. “That was Ian Ellery’s idea to generate some quick money. He asked us to reuse the code, write a new game, and repackage it. However, we pretty much knew at that point that Nexus was on its way down.”

Ian gave Darren and colleagues his perspectiv­e about distributi­on, pre-sales of the games and why he thought Paranoid were not seeing any royalty payments from Hades Nebula. “He was a little older than us and was a fantastic artist and illustrato­r but working in that office was a very bizarre experience,” says Darren. That bizarre experience extended to the Paranoid team not receiving any money once Hades Nebula was sent for mastering.

“We were told that the company was on-going, and that we should keep working, so we did until around August or September 1987, when we came in one day and Ian Ellery met us in the hallway and said that the office lease was up,” continues Darren. “We quickly realised that this really was it, so we hired a van and shifted everything out. Ned Langman’s nan had a spare room, so we set up in there for a couple of months while we tried continuing to work on new games Nuker and Enemy, but it never worked out.”

Paranoid Software ended with the downfall of Nexus, officially revealed in December 1987 when Nexus was placed into voluntary liquidatio­n by the two remaining directors, Paul Voysey and Tawo Oluwu. Paul was quoted in Popular Computing Weekly, saying the problems were related to “… historic indebtness” and that the company “… has not had sufficient money to fund a strong product line”.

Earlier that year, Nexus had struck a deal with Electronic Arts, and EA’S director for European distributi­on, John Forrest, was quoted, saying, “They were very frank with us. They came and said they’d been looking through their books and were in financial difficulty.”

“What we discovered afterwards, when the company went into liquidatio­n was that our game, Hades Nebula, had been ‘exclusivel­y’ sold to several different distributi­on partners,” says Darren Melbourne, flippantly. “That meant our rights to the game were non-existent and we had no chance of getting it back to do anything with it.”

What started out as an exciting venture ultimately ended in disappoint­ment. Nexus Production­s Ltd disappeare­d without making the impact the founders had wanted, and the departure of two directors and the implicatio­ns of what happened afterwards left the company with an uphill struggle. One or two titles withstandi­ng, the company’s legacy is probably more about the boxes than the games.

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 ??  ?? » [ZX Spectrum] Firestorm on the Spectrum was rushed out unfinished, with the final incomplete 12th level of the game made deliberate­ly inaccessib­le to players.
» [ZX Spectrum] Firestorm on the Spectrum was rushed out unfinished, with the final incomplete 12th level of the game made deliberate­ly inaccessib­le to players.
 ??  ?? » [C64] Assault Machine on the Commodore 64 by Magnificen­t 7 Software took many influences from Star Wars: The Empire Strikes Back.
» [C64] Assault Machine on the Commodore 64 by Magnificen­t 7 Software took many influences from Star Wars: The Empire Strikes Back.
 ??  ?? » Unique in their design, had each Nexus box used a different colour, then each release might have become more collectibl­e.
» Unique in their design, had each Nexus box used a different colour, then each release might have become more collectibl­e.
 ??  ?? » [Atari ST] Skull Diggery on the Atari ST was a blatant clone of First Star’s Boulder Dash.
» [Atari ST] Skull Diggery on the Atari ST was a blatant clone of First Star’s Boulder Dash.
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 ??  ?? » [ZX Spectrum] The ZX Spectrum conversion of NEXUS suffered in comparison to the Commodore 64 original and the impressive Amstrad CPC version.
» [ZX Spectrum] The ZX Spectrum conversion of NEXUS suffered in comparison to the Commodore 64 original and the impressive Amstrad CPC version.
 ??  ?? » [C64] The main character sprite in NEXUS was based on footage of Beyond’s Francis Lee, running and performing martial arts moves.
» [C64] The main character sprite in NEXUS was based on footage of Beyond’s Francis Lee, running and performing martial arts moves.
 ??  ?? » [C64] Super Sunday from Avalon Hill was the only game Nexus imported from abroad, for the Commodore 64 and IBM PC.
» [C64] Super Sunday from Avalon Hill was the only game Nexus imported from abroad, for the Commodore 64 and IBM PC.
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 ??  ?? » [ZX Spectrum] Micronaut One was the highest rated Nexus published game, based on the magazine reviews that were so important for sales.
» [ZX Spectrum] Micronaut One was the highest rated Nexus published game, based on the magazine reviews that were so important for sales.
 ??  ?? » [C64] Clive Bailey refuted that Warrior II was a sequel to Psi-warrior, despite the box label clearly stating that the "Psi-warrior Returns!"
» [C64] Clive Bailey refuted that Warrior II was a sequel to Psi-warrior, despite the box label clearly stating that the "Psi-warrior Returns!"

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