Propaganda 15 ch04
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I M Interviews - Meet the people ________________________________________ Today we have been having discussions with one of the potential future soft- ware companies on this machine. We do so, because we consider it to be a proper support in the market of games, and by doing so, people might pay attention to situation we are dealing with. We have put CHERRY SOFTWARE against the wall, or the two people behind the con- cept that is, to find out what lurks behind it and whatever the future may bring from them. ________________________________________ WE WELCOME Simon Mannheimer, PRESIDENT AT CHERRY SOFTWARE AND Peter Jones, ECONOMIC MANAGER. DO TELL US ABOUT Cherry Software AND ITS CURRENT ACTIVITIES. (Simon) - Cherry Software, the concept itself was born summer 1993, when I was dealing with Russian partners in the trade. We saw a highly potential market in Commodore 64-software growing in Eastern Europe, and a lot of talents to use for this market. We set up some pretty fine deals with freelancing talents and started distributing both old and new software in Russia. However, having our headoffice in Gothenburg, Sweden, I have gotten touch with quite a few people on what you people would normally call "the scene". What we have always believed in, is that there is still a very potential games-market on the Commodore 64, something that few companies realize today. So what we did, was to set up advertising deals with magazines and fanzines that were related to the Commodore 64, and as it looks today, we have a very potential future. One of our freelancing-teams, has been working on the full-price game BOUNCY BALLS for quite some time, and being at a final stage, we are about to advertise it the United Kingdom, Russia, Poland, Sweden, USA and Germany. There may very well be basis for further advertising in the future. But looking at it as it is, we'll reach over 8OO.OOO readers, and figures of sales speak of a minimum of 2O.OOO copies per game. BUT IS THERE REALLY A POTENTIAL MARKET FOR THE COMMODORE 64 TODAY? (Peter) - You see, that is the main- problem today. People and companies barely see the possibilties. In the United Kingdom, the Commodore 64 is a machine for very young kids, and a machine for lower class people, that cannot afford the more expensive alt- ernatives offered today, such as SNES, SEGA, PC, Amiga. To reach them, we have Commodore Format. In Poland and Russia, known as fairly poor countries, the 64 is still reaching for a peak, where the 64 stands tall and buyers exist in masses. Germany has always been a big market, and through the right kind of advertising, we can reach them. The USA is a bit more difficult, but with the launch of Commodore World, an American magazine we can get hold of a market as well. Then you have all the fanzines, produced by enthusiast and die-hard fans of this computer, that function as an advertising basis as well. MONEYWISE, WOULD YOU CONSIDER IT BEING AN INTERESTING MARKET THEN? (Peter) - Why of course! Otherwise you wouldn't have us sitting here! So far, we've earned quite some money into the company, and with BOUNCY BALLS that more or less will put us on the map as a serious, global company, we will reach a point where there is finally money in the 64 again. Calculations made by us and the magazines we've been nego- tiating with speak of fine sales, and with that there is money with high figures, both for us and the producers. For companies like OCEAN and US GOLD, that concentrate on CD, Consoles and bigger computers, the money earned on a 64 seems a lot like hot air. But for us, and the programmers, it is interest- ing when we can make over 8O.OOO dollars per game, depending on quality. IT ALL SOUNDS VERY INTERESTING, BUT WHAT CAN WE EXPECT, GAMESWISE IN THE FUTURE? (Simon) - Well, we have some very interesting projects under development. BOUNCY BALLS is at a stage, where we can consider it almost done, and it will be featured the covertape of Commodore Format pretty soon. Our In-house pro- gramming team are involved in an ex- citing project on a flying-game with similarities to the old game TYPHOON, though a lot faster and better. Some of our freelancers, are involved in so far secret licensed project, with a famous character taking part in the game. (Peter) - Do not forget we are dealing with some of the old famous producers in the United Kingdom for taking over unfinished projects. Some conversions are being talked about as well, but nothing has yet been settled. There are some titles that would be well worth doing on the Commodore 64. SO WILL YOU CONTINUE ON THE COMMODORE OR WILL THE COMPANY URGE FOR NEW MACHINES AND STANDARDS? (Simon) - Well, as it looks now, we will also start working on other machines, but by all means, we will continue on the Commodore 64 for a long time to come. We are also setting up deals with ATARI for productions on the JAGUAR, and we have started digging into the world of other machines too. (Peter) - Yes, there is really money to make on the Commodore, so we can settle your fears by the aknowledge- ment that we will not abandon the machine you all seem to find so lovable. YOU HAVE TALKED MUCH ABOUT "IN-HOUSE- PROGRAMMERS" AND "FREELANCERS". HOW DOES IT BASICALLY WORK BEHIND THE SCENES OF CHERRY SOFTWARE? (Simon) - We have employed a staff of in-house programmers that so far have been a very productive section. Dwight Clarke, a talented programmer from the United Kingdom stands behind this squad and will hopefully stay with us. Recently, or more like the past 8 months we've been dealing with freelancers, and we still hunt them high and low. These freelancers usually work completely independtly on a complete game and then come to us for valuation. If the game is considered fairly budget, we sign up a contract, that offers money, and we distribute it on a rather quick basis. If the game is good enough be considered full price, we sign up a contract, a lot more compex, with better pay-off, royalties and more deals. The freelancers can also be involved in different projects, that we have going, which means they can be give a ceratin job, or a certain effort, that is also signed up through a contract. (Peter) - Right now we have a Norweigan team involved in a game all together, and there is an entire team with people put together from 3 countries by us. We do hope to find more freelancers, and that is basically why we now are seeking talents at "the scene" knowing there is so much potential out there in the field. (Simon) - Yes, I attended the TRIBUTE trying to seek talents, and I believe we had some people interested. Still, I am considering going to Denmark around Christmas, or at least get some inform- ation spread about our activities. ANY OTHER FUTURE PLANS? (Simon) - Whatever the company concerns, we are most probably moving into our new office early next year, and by then we should be coordinating even more projects than now. We are employing a few more people by then, not only programmers. Staff manager, Information manager and the story goes on. ________________________________________ That puts us behind the scenes of what we can expect softwarewise in the future. The following pages will cover requests from the people at CHERRY SOFTWARE and what you can do for them.. ________________________________________ ** JOB OFFERI ** \/ JOB OFFER. \/ AT CHERRY SOFTWARE ________________________________________ We at CHERRY SOFTWARE are looking for skillful talents throughout the entire world. Having worked with various people on the demoscene, we now seek more talents that would enjoy working in a peace- ful atmosphere, involving projects on the Commodore 64. ________________________________________ WE SEEK: - GAMEPRODUCING TEAMS THAT CAN COME UP WITH AN INDEPENDENT PRODUCT OR ARE WILLING TO WORK UNDER COORDINATION OF CHERRY SOFTWARE'S OWN PROJECTS. - CODERS THAT CAN PERFORM ENTIRE, OR PIECES OF SPECIALIZED CODE, SUCH AS GAMEINTRODUCTIONS, GAMEPROTECTIONS, LOADERS ETC. - MUSICIANS THAT CAN PROVIDE OUR ALREADY EXISTING GAMEPRODUCING TEAMS. - ARTISTS WHO CAN PAINT EITHER PICTURES, SPRITES AND GAMEGRAPHICS. - PEOPLE WHO ARE INTERESTED IN WORKING ON ONE OF OUR EXCITING GAME LICENCES. ________________________________________ AND HEY, DID WE TELL YOU THERE'S MONEY TO MAKE IN THIS? (ADDRESS CAN BE FOUND IN THE CLASSFIEDS CHAPTER)