During the mid-1980s, video game magazines like Crash and Zzap!64 were the primary sources for gaming news and reviews. These publications not only provided information about new releases but also created a sense of community among young gamers. The rise of these magazines coincided with the boom of home computers such as the Commodore 64 and ZX Spectrum. This era saw magazine writers become influential figures in the industry, akin to today's social media influencers. Behind the scenes, however, the production process was far from glamorous, involving manual typesetting and taking screenshots using film cameras. Despite the challenges, these magazines played a crucial role in shaping early video game culture.
In the mid-1980s, video game magazines emerged as pivotal sources of information for enthusiasts. For many young gamers, these publications were their only window into the world of interactive entertainment. Titles like Crash and Zzap!64 became household names, and their reviewers, such as Julian Rignall, achieved celebrity status among readers. Fans would eagerly wait in line at events just to meet them, clutching their latest issues. This phenomenon underscores the unique position these magazines held in the hearts of gamers during an era when access to game-related information was limited.
Rignall’s memoir, "The Games of a Lifetime," provides a fascinating look into this period. He recounts how he and his colleagues were caught off guard by the overwhelming fan response. In those days, video game journalism was still in its infancy, and the idea that readers would be so passionate about the writers themselves was unexpected. Yet, it was precisely this connection between fans and journalists that made these magazines so special. They weren't just reviewing games; they were building a community around a shared love for gaming. The magazines’ irreverent tone and personality-driven content further strengthened this bond, making readers feel like they were part of an exclusive club.
Despite their influence, the production of these magazines was anything but sophisticated. The offices where these publications were born were often cramped and poorly equipped. Zzap!64 started in a small rented office in Yeovil, with computers crammed into broom closets. Even larger publishers like Emap, which housed multiple gaming magazines, operated out of dusty, outdated buildings. The working conditions were far from ideal, with typewriters, stinky carpets, and ashtrays filled with cigarette butts being common sights. Yet, it was within these humble environments that some of the most iconic gaming content was crafted.
The production process itself was a labor-intensive affair. Before desktop publishing software, everything was done manually. Writers typed their articles on proto-PCs, saved them to disks, and then took them to typesetters who printed out galleys. These print-quality texts were cut up and glued onto layout pages along with photos and other design elements. Taking screenshots was an art form, requiring photographers to capture images directly from TV screens in darkened rooms. Despite these challenges, the magazines pushed the boundaries of what was possible, often leading the way in innovative use of new technologies. By the end of the 1980s, the focus began to shift towards consoles and Japanese games, but the legacy of these early magazines remained, setting the stage for the future of gaming journalism.