» FAQ
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Total estimated sales of all Pickford Bros' games: 6,451,068 |
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Number of games in all territories the Pickford Bros have been involved in:
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Average estimated sales per released game: 41,090 |
Other Zee-3 zones:
All Ste's 8-bit Loading Screens
Loading screens were an important part of any 8-bit cassette based video game, and for me as a budding graphic artist at the time drawing them was my favourite part of my job.
Before I ever did any real work, I'd spend hours at home drawing loading screen type full-screen images on my brother's Spectrum, usually copies of game adverts or cover artwork, and although I say it myself they were usually much better than the ones on the games themselves, often with mind bogglingly complex attribute layouts. Sadly I never thought to keep any of the tapes I filled with this kind of work, so they are all lost forever.
For a period of around two years starting in 1986 I drew about one loading screen a month, as well as all the other game graphics, and ended up getting a bit of a reputation as a loading screen specialist.
I've collected all my 8-bit loading screens (or all the ones I can remember doing!) here on this page, each marked with my stupid 'STE' signature that I seemed so fond of:
I remember thinking that this little design was really clever at the time, and I even signed all my work in art lessons with the same symbol (much to my art teacher's annoyance). I don't use this signature anymore, and because we rarely got credit within the games themselves in those days, the symbol seems more like my loading screen signature now.
I remember that there was another guy called 'Ste' who used to do loads of Commodore 64 loading screens around that time, and I'd often get compliments from people for his work! I don't know if he ever got the same...
I loved the free and easy attitude we had to legal notices in those days, before US-style corporate lawyers began to dominate the industry. Copyright messages may or may not have been included in the screen, usually at the whim of the 16 year old lad drawing the artwork (or whether or not there was screen space available) and not a trade mark notice in sight (except for the ironic one on my very first loading screen).
For a lot of games I did loading screens for all three main 8-bit platforms; ZX Spectrum, Amstrad CPC and Commodore 64. Wherever I did both an Amstrad CPC and a Commodore 64 screen I've only included the Amstrad one, as the original would have been drawn for the Amstrad then converted to the C64, resulting in a virtually identical image except with crappier colours. The ZX Spectrum version was always a completely different piece of work, due to the different screen resolution and colour system, so I have included Spectrum images in addition to Amstrad versions.
» Download hi-res 'wallpaper' version of this image, 1280 pixels wide (1.13 Mb)
» Download hi-res 'wallpaper' version of this image, 1024 pixels wide (0.75 Mb)
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ZX Spectrum, 1985 My first published work! This is a pretty tame image, but I wasn't particularly confident in my drawing ability when I drew this, so without any cover art to copy I stuck to lettering, which I always enjoyed working on. I can't remember whether or not I also did an Amstrad version. I don't have a copy and can't find an Amstrad ROM or tape image on the internet anywhere (probably because there is another CPC game called Ziggurat taking up the database entries). |
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Amstrad CPC, 1986 Ghosts n Goblins was my first paid work, a freelance job for the programmer done while I was still at school. The game graphics were crap, but I was very proud of the loading screen. I was surprised to learn later than it had been converted to the C64 by my later boss Mike Webb, for which I was never paid! |
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Amstrad CPC, 1986 This isn't really my style of image, and I'd forgotten that I'd ever drawn this screen until I came to put this gallery together. I think I was asked to copy Pete Harrison's Spectrum loading screen for the same game on my first day of work experience, and I probably drew it in about 2 hours which would explain why I had no memory of it. |
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ZX Spectrum, 1986 I did two weeks 'work experience' at Binary Design while still at school, and was given a string of loading screens to do, of which this was one of the first. I must have gained some confidence since the Ziggurat screen, as I attempted my own design here in the absence of any cover artwork to copy! |
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Amstrad CPC, 1986 It was quite odd really that I was given a bunch of loading screens to draw on a work experience placement, as in many ways the loading screen was the most fun job on a project for the artist. I think I spent more time designing the lettering on this screen than on the rest of the picture. |
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Amstrad CPC, 1986 I was showing off now, producing a rare example of a screen in the Amstrad's hi-res mode - doubling the horizontal resolution to 320 square pixels rather than 160 fat ones, but dropping from 16 colours to only 4. A screen in this mode would be impossible to convert to the C64, as it didn't have a corresponding video mode, but this was an Amstrad only title. |
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ZX Spectrum, Amstrad CPC, 1986 I think I drew these screen at home, inbetween my fortnight's work experience at Binary Design, and starting work there after finishing high school in the summer. I was trying to 'innovate' with the Spectrum screen, and avoid the standard 'bright image on black background' which was the loading screen standard (paticularly useful as so many games were set in space!). I didn't take into account how unbearable all the other seven Spectrum colours were when they filled a large area of screen, and the cyan I chose for the background was possibly the worst of the lot (this reproduction doesn't simulate the incessant glare of the Spectrum modulator). The use of adjacent areas of colour is quite neat for a Spectrum though. |
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ZX Spectrum, 1986 180 was the project I started on my first day of work, aged 16. This is a neat little screen, but I've no idea why I didn't do the Amstrad / C64 screen for the same project, which was horrible... |
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ZX Spectrum, Amstrad CPC, 1986 Xeno was the title I started working on probably on my second day of work! A rather dull screen for this 'future sport' simulator, but the game was so plain looking I must have been stuck for ideas. The strange diagonal line effect on the Amstrad screen was probably an attempt to keep myself awake while working on this screen, but the Spectrum screen suffers from over-use of the 'stipple' effect, so beloved of graphic artists in the 8-bit era. |
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ZX Spectrum, Amstrad CPC, 1986 I was really happy with this screen, particularly the use of colour on the Amstrad version, and I even had an A4 shaped sketch which I secretly hoped would be used as the basis for the cover artwork, but it wasn't to be as cover artwork was rarely done with any care, or connection to the game, in those days. I think this was the first game John and I worked together on, and we had high hopes for Zub as our new character. The original title was 'Zob', but this had to be changed at the last minute, due to it being a French swear word, and the reason we chose 'Zub' was because the already completed loading screens would be easy to change from 'Zob'. |
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ZX Spectrum, 1986 Another entry into the 'future sport' video game pantheon, and another loading screen for a game which had virtually no graphics, although I came up with an image a little bit more exciting than the Xeno screen. Those clouds of exhaust smoke look like a homage to the flour trail of Ultimate's Cookie loading screen, which inspired me years earlier. Once again, I have no idea why I didn't do the awful C64 loading screen for this game. |
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Commodore 64, 1986 Street Surfer was a finished game, developed in the US by Sculptured, which came to us at Binary Design from Mastertronic where we were asked to 'tart up' the graphics. So I had to redraw some horrible C64 expanded sprites, and create a new loading screen. I think this is the only C64-only screen I ever did. |
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Amstrad CPC, 1987 This is a strange one, a loading screen for a game I've never played. I did this while at Binary Design, and I think it was as a favour for Mastertronic. It wasn't a Binary Design game though and I don't recall even seeing it run. I must have known something about the game to include the elements I did in the picture. Unless I made them up...? |
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Amstrad CPC, 1987 The lost loading screen! This was a loading screen I did for my friend Paul's home made and home published text adventure - a follow up to his multi selling Al-Strad. I no longer have a copy of the game, and I don't think he has either, and amazingly none of the tens of copies he sold seem to have made it in to any emulation archives. |
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ZX Spectrum, Amstrad CPC, 1987 Urgh! Definitely the worst pair of loading screens I ever did, appropriately for the worst game I've ever worked on. I find it hard to believe now that I could have let myself produce something as awful as this Amstrad screen. The colours look so bad, you'd almost think it was a C64, hehe. |
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ZX Spectrum, Amstrad CPC, 1987 Ah, this is more like it. My favourite pair of loading screens, and in the case of the Amstrad one actually my best, appropriately for one the better games I ever worked on. With the Amstrad one I was trying to 'free' myself from the limitation of the screen shape (what an idiot!), choosing a square shaped 'canvas' for my image. I'm proud of the way I designed two completely different images, each suited to the colour and pixel limitations of the target machine, but both accurately capturing the mood of the game. I even came up with a third completely different title screen for the Amiga version. |
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ZX Spectrum, 1987 Oh dear, another ill-advised attempt to do a coloured background on the Spectrum... Hadn't I learnt my lesson from Glider Rider? I did the bit with the couple at the front ages before the end of the project, and was pleased with the complicated colour scheme and the way I'd captured the feel of a fifties sci-fi movie poster. But I didn't have the stamina to keep this up for the background, which was horrible and rushed. |
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ZX Spectrum, Amstrad CPC, 1987 This was a freelance job, or a 'foreigner', I got due to my reputation as a loading screen specialist. The game was being written by some guys in Stockport (the town where I lived) and I think they knew Nigel Alderton (the Ghosts n Goblins programmer) who put them in touch with me. I think I played the game once before doing these screens, but I felt like a 'professional' at this point; an expert in my field doing a quality job with the minimum of fuss. I was 17! |
Ste Pickford
8th September 2004
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