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MAGAZINE CRAFT PAUL DAVIES

Retro Gamer

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Issue 267

In the first of a brand-new series, we interview the game journalists behind the most iconic gaming magazines of the past. We kick off by speaking to Paul Davies about his time as editor of CVG. We discuss the videogames that hooked him growing up, his time in the industry, and how he became an unlikely hero in revamping the iconic multiformat mag

- Stuart Hunt

MAGAZINE CRAFT PAUL DAVIES

What was the first videogame you remember playing, Paul?

I remember my friend showing me Space Invaders in the lobby area of my local Tesco. I would have been around nine or ten years old at the time. I didn’t know about coin-ops, so remember peering into it and not knowing what to expect. That was the first game I saw that stood out. The way it looked, sounded, everything – not to mention the strangeness of it being in Tesco.

What home computers did you experience while you were growing up?

My mate had a Spectrum and an Atari VCS, so I played on those. But it was when the BBC Micro came out that me and my brother came up with a cunning plan to get one between us – we basically said we needed it for school because it had BASIC. We’d play stuff like Colossal Adventure, Twin Kingdom Valley, Frak! and Blagger, which was this Manic Miner-style platformer.

Did any other games leave their mark on you at an early age?

Pac-Man was the first game that I thought was just awesome – with its cabinet artwork and funky look. I remember buying a paperback guide to get a high score on it. I learnt the names of the ghosts and even did a school talk on it. I even drew diagrams on the blackboard and stuff. I was that enthusiastic about Pac-Man that I thought everyone needed to know about it.

Sounds like your first bit of games reporting. Moving onto that topic, how did you get into writing?

I was never that academic, I was into drawing and art – that was my thing. The writing came later. In my early 20s I read quite a lot of fantasy and science-fiction books. I read all the

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GAMES ARE OFTEN CANCELLED, AND THIS WAS ESPECIALLY TRUE IN THOSE TURBULENT EARLY YEARS OF THE UK VIDEOGAMES INDUSTRY. MOST DEVELOPERS WOULD EXPERIENCE A FEW, BUT ENIGMA VARIATIONS AND THE OWNERS' SUBSEQUENT COMPANIES HAD MORE THAN THEIR FAIR SHARE. IT'S TIME TO DISCOVER WHY

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My daughter turned 16 this year, which means I've officially entered the stage of parenthood where anything I say is answered with eye-rolling. It also means I've been thinking a lot about when she was small - specifically the time she inadvertently sent me on one of the strangest, most meaningful missions of my life.

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