Image Is Everything
There's an old proverb that runs "You can't judge a book by its cover" which was probably muttered by an ancient philosopher who found himself surrounded by people that did. In the publishing industries, image is of paramount importance. The same holds good for computer games. Recently, perhaps one of the best PS2 games of all times, We Love Katamari, failed spectacularly to make the top ten bestsellers. The reason: it had the worst cover art ever seen. People just didn't pick it up, so they didn't turn it over to see the screenshots, and more importantly they didn't buy it. The situation was exactly the same 'when I were a lad': I remember well choosing between Arcade Soccer and Soccer Supremo, both at £9.95 each. Arcade Soccer had better cover art, so I bought it.
Like the games themselves, the 'grab and bite' factor of cover art for BBC/Electron games, is now long gone. With web sites like Acorn Electron World and Stairway To Hell providing every game ever manufactured for free, then you can either decide whether to download a game based on a review, or just download everything and trawl through each disc/tape image in turn to see whether you feel it's worth keeping. However, from the moment you SHIFT-BREAK boot anything you find, there is another factor working instead of the cover art to provide some initial 'grab and bite'. We speak, of course, of the menu system.
Rare Finds
On a tape image, you find a menu very, very rarely. They do exist; famous disc-style examples include The Introductory Cassette/Acorn Plus 3 Welcome Disc, Electron User and The Micro User. And, through necessity rather than design, complicated games like Buffalo Bill and Repton Infinity also had a menu at regular intervals recorded throughout the cassette. But in 99.9% of cases, CHAINing any cassette loaded a game. If it was prefaced with a seductive-looking loading screen then the screen provided the 'grab and bite' factor. Good cover art and a good loading screen let the user know, even before the game started, that the publisher had faith in the game itself. In the days of cassettes only (before emulation with speed-up hacks spoiled us all!) it also provoked a sense of anticipation in the player. With the BBC series, although examples do exist of bad games with good cover art and good loading screens (Baron and Footballer Of The Year, for example), these are the exception rather than the rule. This situation is rather dissimilar to the case with many other machines.
Grabbing the player's attention with a clam-shell case and snazzy loading graphics may be all well and good, but another factor with tape releases was the time that it took to load them. Professional disc releases of the tape-based equivalents could be more experimental, providing even better graphics and more atmospheric lead-ins (Compare for example Superior's disc releases of Codename: Droid, Life Of Repton and Palace Of Magic with the tape releases). With discs, the storage capacity is quadrupled whilst the loading time is cut to seconds - it's little wonder disc releases were graphically more spectacular than the tape ones.
Electron User Ripoffs
This is best illustrated by the Electron User menu system. It will be familiar to all of you and it appeared on no less than 82 discs over the years. It is a Mode 1 hybrid text and graphics menu, allowing the game selected to be highlighted. It also allows you to use the cursor keys to move up and down to select the program that you want and to jump to it immediately by pressing the letter which corresponds to that program. However you reach the game you want to load, RETURN then CHAINs it for you.
This menu probably has the enviable reputation of being the most ripped-off and adapted utility of all time - one can list the code of A&B Computing's, Acorn Programs', Big Ben Club's and Electron Computing's menu systems and find the code practically identical. Why? Well, the graphic section of the menu (at the top of the screen) and the text section of the menu (at the bottom), can both be altered with very minimal effort to give a menu system which looks surprisingly different, but retains all the user-friendliness of the original. The EU menu system allows thirteen separate entries, and this is more than enough for most companion discs - and the logo which looms over the menu can be redesigned in the art package of your choice, and saved over the original! To add those finishing touches, you can also, create bigger menus by designing a smaller graphic header (e.g. A&B Computing) and by changing the palette.
As we are not primarily a BBC-focussed site, we have not had too much experience of these. However, on the rare occasions we have scrolled through a long menu to find a program it has made us tetchy, and scrolling past it tetchier still. Cosmetically, on top of the more difficult navigation, BBC PD menus appear rather drab. Despite a colourful appearance, The Micro User menus often appear to be very clumisly put together - the column meant to refer you to the appropriate page in the magazine is hardly ever given and on many occasions, highlighting a particular entry brings up the infuriating error "File not found". Because the program is generated in machine code, it's not possible to list it to see what it was searching for!
And Finally...
We've talked a lot here, mostly about the visually pleasing menus here that can be produced in Mode 1. Of course if you've got a BBC, you've got the brilliant Mode 7. Noteably, if you load up Let's Compute Club Disc #1 on a BBC, you get an infinitesimally more attractive front end to play with. Mode 7 could almost have been created for making menus. Programmingwise, highlighting selected text is much easier; screens take up as little as 1K; all seven colours can be used at once; and the list goes on. As EUG is primarily an Electron magazine, we can only allude to these and personally we prefer the fine detail of a Mode 1 picture to the blockiness of a Mode 7 one. But, of the small number of BBC public domain games carried by the site at the moment, both The Viking Collection and practically anything by The Yorkshire Boys demonstrate many of the same menu systems referred to above.
These days, we tire of not being able to find a file/play a game much more quickly than we did in the heydays of the Beeb and the Elk. Whilst the ways in which any computer can ask for information are as unlimited as the imagination itself, the menu system that greets you when you boot up a game affects directly how long you continue using that disc. As you can observe, there are very few 'bad' menu systems on the BBC/Electron, but there are some. Without cover art, the menu becomes the very cover that the proverb would tell us we can't judge by. Perhaps in time, BBC PD and The Micro User will be 'smartened up' by someone, the same way that countless other discs have been. Until then, don't forget about them - the better menu systems provide more 'grab' but the 'bite' comes most definitely from the games themselves.