Sunday, February 2, 2025

Games Workshop

27-29 Sunbeam Road, London, NW10

Welcome traveller. You stand at the dungeon gates and reflect on the words of the priest who led you here. "Only the very brave or the very foolhardy would risk the journey you are about to undertake." These dungeons are famous throughout the land. You have heard the stories about the danger, and the monsters, and the traps. And the stories of the fabulous treasure and those who entered, seeking it. And yet you have not heard any stories about those who returned. The dungeon gates open in front of you. Only the very brave or the very foolhardy would risk the journey you are about to undertake. Which are you?

NOW READ ON!


Games Workshop, 27-29 Sunbeam Road, London, NW10
June 2024

Five games. That's the story of the Games Workshop software line. Five games released across something like 10 months from September 1984 to June 1985; Battlecars, D-Day, Tower of Despair, Chaos: The Battle of Wizards, and Talisman. A short list but influential. One of those games has a fair claim to be the best ZX Spectrum game ever. Which one can it be? It's Chaos. Obviously. Chaos is brilliant. I'll get to it later.

By 1983 Games Workshop had five shops of their own across the country; Hammersmith, Birmingham, Manchester, Sheffield, and Nottingham. It would have been impossible for Games Workshop co-founders Ian Livingstone and Steve Jackson not to see the computer games boom coming because they were right there in it. Games Workshop was selling software in its shops from early 1983. Penguin Books, who published the pair's Fighting Fantasy series under their Puffin imprint, were turning The Warlock of Firetop Mountain into a computer game for Christmas 1983; via Neil Mottershead and Simon Brattel of Crystal Computing. Game's Workshop's cheerful board game Apocalypse: The Game of Nuclear Devastation was licenced to Stoke Newington based Red Shift and converted to the BBC Micro and ZX Spectrum. Against this background, it's perhaps inevitable that Games Workshop moved into software. What's surprising is, they didn't until the autumn of 1984.

The aim, presumably, was to launch with a range of games in time for the Christmas sales boom. It shows a degree of caution I find unusual because most big companies treated the 1984 software market like gold-rush California and were frantically staking their claim; see Atari, Thorn EMI, EMAP, K-Tel, Virgin, Argus Press, and probably others I've forgotten. The only other companies who launched with a comparable amount of planning and caution were British Telecom with their Firebird range and Mirror Group Newspapers. 

November 1984 saw the launch of a campaign of full page colour adverts running in BIG K, C&VG, CRASH, and SINCLAIR USER. 

CRASH November 1984 page 137
CRASH
November 1984 page 137

As is perhaps typical, I've just stumbled across a new source. It's DICE MEN: THE ORIGIN STORY OF GAMES WORKSHOP by Ian Livingstone, published in 2022 by Unbound. I'm sorely tempted to go back and rewrite this article from scratch but showing this process of discovery feels more authentic [1]. Even if it means I have to do a screeching handbrake turn back to 1983.

Paraphrasing, Games Workshop overstocked software in 1983 and were badly burned by subsequent lack of demand for console games and cartridges. Ian Livingstone frames this in terms of the Great Videogames Crash of 1983 and normally I'd politely disagree with this assessment but I think he might be right. When Games Workshop started selling software they appear to have done so with a distinctly American perspective:

Games Workshop began selling a range of popular computer game cassettes and cartridge games for consoles in our shops in 1982. Activision cartridges for the Atari console were the mainstay, but we also sold cartridges for the Intellivision, ColecoVision, Vectrex, and the Philips games console. We even sold niche Apollo, CBS Electronics, Imagic and Spectravision cartridges.

Spot the problem? None of this was what UK buyers wanted. I'm not sure how Games Workshop ended up with such a USA-skewed perspective but its possibly a result of the regular business trips Steve Jackson and Ian Livingstone were making to America, and seeing what was successful there. The result? Games Workshops UK shops were: 

Massively overstocked with games that nobody wanted to buy, when the crash came, Games Workshop was hit with a severe cash flow problem which threatened the future of the company
...
Games Workshop survived thanks to our hobby games sales and the determination of Retail Operations Manager Bob Malin to return a lot of overstocks to their manufacturers.
Bob Malin recalls: ‘Christmas 1983 saw the video games market go from boom to bust, and early 1984 saw our warehouse in Sunbeam Road holding £200,000 worth of unsold games cartridges, which, had we had to pay for them, may well have bankrupted the company. Fortunately, I managed to convince Mattel to take the stock back.’

The late entry of Games Workshop into the software market with a small selection of games for Christmas 1984 wasn't so much caution, as the result of the company's struggle to survive. Despite this early brush with disaster, Ian Livingstone recalls their software division was set up in 1983 and headed by a young buck called Angus Ryall. I only really knew Angus Ryall as CRASH's acid-penned strategy games correspondent but his main job at the time was working for Games Workshop as software marketing manager. 

September 1984

The history of Games Workshop is short enough that I can go through it more or less on a month-by-month basis.

Angus Ryall is introduced to magazine readers in the pages of MICRO ADVENTURER (September 1984 page 6), in story about the new Games Workshop range:

GAMES WORKSHOP is publishing four software titles in October. Angus Ryall, software marketing manager, says that the four will be Battlecars, Journey's End, D-Day, and Argent Warrior.
...
All four titles will be initially available for the Spectrum 48K, at a price of £7.95. Games Workshop plans Commodore 64 versions for mid November, and will be distributing in America.

October 1984

The next stop on Angus Ryall's tour was the offices of CRASH (October 1984 page 30) for a four page feature and interview. Argent Warrior has been renamed Tower of Despair and now there are only three games being released in late September, Journey's End has disappeared from the list. The article ends with a boast:

The £3 1/2m a year turnover company is set to expand its operations even further with the move into computer software publishing. 'We want to become known for high quality products,' Angus told me. To that end a lot of work goes into them and the games are going to demand a lot of work from players. But that's nothing new to fantasy role-players and somehow the ethic is enshrined in the company's name -Games WORKshop.

D-Day and Battlecars were the first two games released. PERSONAL COMPUTER NEWS began its review (13 October 1984, page 45) with the comment that they were: "Possibly the best releases this week." D-Day was a two-player strategy game, programmed by a group called the Dagenham Design Cell. Battlecars was based on a pre-existing Games Workshop board game. It was, until Chaos came out, the most arcade-like of the range and offered two players the chance to compete against each other; not easy on a Spectrum keyboard. Behind the scenes, the game was programmed by SLUG. A programming cooperative of disgruntled ex-Red Shift staff. Exactly what happened at Red Shift in May 1984 isn't clear but director Charles Ablett later gave his version of events to GAMES COMPUTING (January 1985 page 76): 

The first game to be released [by Red Shift] was Apocalypse. This was a licenced version of the board game created by Games Workshop. There was to be a follow up, of a different game called Battlecars, but there were problems: ‘‘The programmers left after three months when the program was 90% complete, taking the program with them. I believe that they sold it to Games Workshop Software for £4000’’.

November 1984 

"The New Force In Software" was the tag line across the top of the full page colour adverts which began running from this month. The campaign would continue until February 1985. I'm writing this on the day THE GUARDIAN ran with a headline Warhammer maker Games Workshop plans fourth UK factory as sales boom so its a odd to be looking back to a time when Games Workshop's own adverts felt the need to introduce the company:

Games Workshop is the UK's largest fantasy and adventure games company, with ten years experience behind it. Now we're using our expertise to create the best in computer games, and the first three are BATTLECARS, D-DAY, and TOWER OF DESPAIR.
COMPUTER & VIDEOGAMES (November 1984 page 173)

The Personal Computer World Show had taken place from 19-23 September 1984 but, magazine lead times being what they were, CRASH didn't get their report into print until the November issue. CRASH described the show as "the starter's gun for Christmas" and included a photo of (right to left) Steve Jackson, Russell Clarke and Angus Ryall. With a note that Games Workshop's stand was "yards" from Domark's where Ian Livingstone was present to promote Eureka, Domark's launch title. A new adventure game they had commissioned Ian Livingstone to design.

CRASH November 1984 page 40
CRASH
November 1984 page 40
 
Russell Clarke was part of the team of four responsible for Tower of Despair. The concept came from Jamie Thomson, Assistant Editor for WHITE DWARF magazine, and Steve Williams who worked in Game's Workshop's mail order section. Russell Clarke and Mike McKeown handled the programming and also worked in the warehouse. Tower of Despair was released for the Spectrum towards the end of November, with a C64 version to follow.

Mike McKeown gave an interview to website CASA in 2018. He revealed that:

We had good royalties for a couple of years. I think the four of us made a couple of thousand each, which was a nice bonus at the time.
It probably sold around 7-8 thousand copies - GW gave us 10% royalties, more than most software houses. Ian and Steve made that on their gamebooks and thought it was standard.

The success of Tower of Despair meant that work began on a sequel:

The original idea for the game was a single title outlined by Jamie. When it seemed to be a success, Russell and I plotted out the story to be a trilogy - we used a set of rooms in the first game as inspiration for titles and so Key of Hope and Champion of Destiny were outlined and shopped back to GW.

Tower of Despair was released on the C64, although no one seems sure when. The online consensus favours a 1985 release but COMMODORE COMPUTING INTERNATIONAL suggested, in the October 1984 issue, that the game would be released in November. The only C64 specific review of the game I've ever been able to track down finally appeared three years later in ZZAP!64 (August 1988 page 41) as part of a retrospective feature.
 
Battlecars, D-Day, and Tower of Despair all included a note to programmers at the back of their instruction manual. The note issued a challenge:

If you think you could write a better game or adventure than this one, we'd be very interested to hear from you. Send a sample of your work on a cassette to Angus Ryall at the address on the back of the booklet.

December 1984

Tower of Despair, D-Day, and Battlecars were all reviewed in the December 1984 issue of WHITE DWARF. 

A new half page black and white advert runs for the first time in PERSONAL COMPUTER NEWS. This is used in magazines like PCN and PERSONAL COMPUTER GAMES, where space hasn't previously been booked for the full page colour advert. Tower of Despair carries a "NEW ON C64" flash, suggesting it is available to buy.
 
PERSONAL COMPUTER NEWS December 1984 page 36
PERSONAL COMPUTER NEWS
December 1984 page 36
 
January 1985
 
Tower of Despair had proved too hard for many gamers so Russell Clarke and Mike McKeown put together a free hint sheet. HOME COMPUTER WEEKLY reports this news and also reveals that the pair are working a sequel called Key of Hope, to be released in March.
 
A stylish full-page black and white advert for Tower of Despair runs in MICRO ADVENTURER. 
 
MICRO ADVENTURER, January 1985 page 11
 
February 1985
 
D-Day has been converted to the Sinclair QL. MICRO ADVENTURER gives some details of this new version:

D-Day will be a one or two player wargame using some 200K of memory. Of that 200K, computer intelligence for the one player version takes up 20K.
...
QL
D-Day will come on two microdrive cassettes, at £24.95.
[2]
 
QL D-Day will be released on March 1. The same day is planned for the release of Key of Hope and the story continues:

Key of Hope has largely been written by Carol Clarke, with help from her husband Russell and Mike McKeown... It will be released on March 1 for the Spectrum 48K at £7.95, and for the CBM 64 around the beginning of April at £8.95.

The story ends with this titbit:

Among the other projects under development at Games Workshop are a computer version of the board game Talisman, Chaos, a game for one to eight players involving conflict between opposing spellcasters, and a computer moderated boardgame version of Rollerball.
 
CRASH visits Sunbeam Road for an interview printed in the February 1985 issue (page 90). Roger Kean interviewed Steve Jackson in:

His large but spartan office in the warehouse building that acts as Games Workshop's headquarters in Park Royal, London.
 
Roger Kean also has news about the proposed version of Rollerball and gets a scoop of his own.
 
Games Workshop is preparing for another round of releases. Work is well under way for a computer game of the 2000AD comic hero. Judge Dredd and there are plans for a version of the cult movie Roller Ball
 
March 1985
 
Angus Ryall dropped off details of the next four Games Workshop games at the CRASH offices; Talisman, Chaos,  Key of Hope, and a game temporarily named Hobbit's Revenge which would become the less copyright problematic Runestone. The CRASH report also mentioned a game which:

...may be released as the first ever Games Workshop budget game, is temporarily named 'Bazam'. This is a 'Battlezone' tank game with relatively simple 3D graphics which allow for very fast scrolling, making it the fastest ever game of Its type. Features include various tanks, armour (shields) and a firing range.
 
Bazam was never heard of again. 

March also saw the debut of a new double-page black and white spread which advertised the complete Games Workshop software range. It uses the same style of artwork seen on the earlier black and white adverts from PCG and MICRO ADVENTURER.
 
This advert mentions a C64 version of D-Day which probably never materialised, see GAMES THAT WEREN'T for more details.

Chaos is of course one of the greatest games ever made. A game for up to eight players, in which everybody is a wizard assigned a random selection of spells and the aim is to use those spells to be the last wizard standing. The game is well balanced, simple to pick up, and nuanced enough to reward endless replaying. Like all the best games, no two rounds are the same. Chaos was well reviewed at the time but didn't get the exposure it deserved. It took a budget release on the Firebird label, and then two outings as a YOUR SINCLAIR cover tape before it really began to build its reputation.

Julian Gollop recalled the making of Chaos for his now archived blog:

Publishing the game was somewhat complicated by the fact that my colleagues who worked for RedShift, the company that published my earlier games, had left en masse and proceeded to do deals with Games Workshop. This resulted in several computer games being made for them, such as 'Talisman' and 'Battle Cars,' which were computer adaptations of Games Workshop boardgames. But the deal also included 'Chaos.' It seemed like things had gone full circle - Chaos the board game being inspired by a Games Workshop board game, and then later the computer game published by Games Workshop.

April 1985
 
YOUR SPECTRUM has news about Talisman. It is described as:
 
'the first ever interactive multi-player arcade adventure'. Games Workshop launched the Spectrum version of it's fantasy game, Talisman.
The program, which can involve up to four players, is said to the the true successor to Valhalla.
...
As at the time of writing, we at YS haven't actually seen the game, we can only ask you to believe what Games Workshop are letting on.

Invoking the memory of Valhalla is brave. It's only been a couple of months since The Great Space Race, Legend's follow up game to Valhalla, crashed and burned.

April 1985 is the last time Games Workshop runs any adverts for their software range.

May 1985
 
May started off with official confirmation of the Judge Dredd computer game:

Games Workshop has now gained the rights to produce an arcade game based on [Judge Dredd] the cartoon character from the 2000AD comic magazine. The company already has a Judge Dredd board game, but gamed computer rights in a separate deal.

"The game will be a high speed joystick-driven maze game set in Megacity One," said Angus Ryall, Games Workshop's software marketing manager. 

"We will probably include a map screen which the player can call up to show where the player is in the city."

The Judge Dredd arcade game is scheduled for release on the Spectrum in the autumn.
(POPULAR COMPUTING WEEKLY, 2 May- 8 May 1985 page 5)

Three weeks later came the less welcome news that Games Workshop was closing down its software line:

Games Workshop backs off

GAMES Workshop, which moved into the software marker last autumn, is pulling out again, informed sources suggest.

Angus Ryall, Software Marketing Manager, would not comment except to say, "We would not normally be doing things at this time of year anyway - there is a possibility of releasing more stuff in the autumn."

But Workshop employees have been told that further software releases are unlikely due to distributors overstocking at Christmas and the influx of American software - "the American stuff has cleared up the market," Angus Ryall claimed.

Attempts are being made to sell at least one game which was planned for release to another software house. This is Runestone, which combines a Lords of Midnight style graphics adventure with a hill sentence parser text adventure.

Other games and conversions are apparently being shelved indefinitely - including [D-Day for the Sinclair QL] and the planned Judge Dredd arcade game, announced a fortnight ago.
(POPULAR COMPUTING WEEKLY, 23-29 May 1985 page 5)

June 1985
 
The curse of lead times mean most magazines don't run their reviews of Runestone and Key of Hope until after news has broken that Games Workshop is pulling out of the software market. The reviews of Key of Hope were lukewarm, not as positive as those for Tower of Despair. Runestone did very well. It picked up very good reviews and earned a CRASH SMASH rating.
 
SINCLAIR PROGRAMMES runs a news story about Key of Hope.
 
Meanwhile for those who have completed, or given up on [Tower of Despair], a sequel will be out at the end of May. Key of Hope continues the saga in a graphic adventure with over 400 locations. It costs £7.95 and has been written by one of that all too rare species of author, a female.
 
POPULAR COMPUTING WEEKLY reports (20-26 June 1985 page 4) that Runestone has been sold to Firebird. A lot of magazines end up reviewing the game twice, in 1985 when the Games Workshop version doesn't seem to make it to retail, and again in 1986 as a Firebird game. COMPUTER GAMER somehow reviews Runestone three times, June 1985, July 1985, and again in March 1986.
 
July 1985 and beyond

There were a few loose ends to be tidied up but that was broadly it for Games Workshop software.
 
Runestone became one of four launch titles for Firebird's new Hot range, at the end of 1985.
 
Key of Hope disappeared. It is now listed as MIA by spectrumcomputing.co.uk. It was presumably less likely to be brought by another publisher because it was a sequel. The game was either complete or close to completion. Mike McKeown told Solution Archive that: "I think we’d pretty much coded it up and we were in play testing." Unless a magazine review copy pops up, it's probably gone for good.

Journey's End quietly disappeared from Games Workshop's list of proposed releases and resurfaced around November 1985 as a Mastertronic budget game. Considering it was a three part game, it offered very good value at £1.99.
 
Chaos went on to become one of the best regarded games for the ZX Spectrum. Julian Gollop wrote on his blog:

I don't know what happened with Games Workshop's computer games publishing, but it seems they abandoned efforts in this direction early on. I was left to go my own way, and went on to make 'Rebelstar' for Mirrorsoft's [Sic] Firebird label. The game sold well, so they wanted more from me. I offered 'Chaos' and they accepted it. The game was to see public release again as a Your Sinclair cover mounted game, not just once but on two occasions. Effectively this means Chaos has been published four times.
 
The Firebird re-release was at a pocket money friendly £1.99 price. This brought it to the attention to a lot more people, myself included. It was also twice given away as a cover game on the front of YOUR SINCLAIR issue 57 (September 1990) and 89 (May 1993). There's a story behind YS' reuse of Chaos, as issue 89 notes:

HAVEN’T WE MET SOMEWHERE BEFORE? Let’s be honest here - Chaos has been on a previous YS covertape. Issue 57’s, to be exact. Keeping on in an honest vein, there was a massive kerfuffle with the game we were supposed to be putting on this month and at the last minute we were left flat.
Blimey, eh? Luckily, we remembered Chaos. As well as being a mind-bendingly good game, it was one of the most popular covertapes of all. We’ve still got a drawer full of letters from people who missed it the first time around, or whose tape broke after playing it constantly, asking for it to pop up for an encore (so to speak). So, what the hey, eh? By popular demand, it’s Chaos ! (again).

YOUR SINCLAIR September 1991 page 19
YOUR SINCLAIR
September 1991 page 19
YS piled on more plaudits in their final issue. Chaos placed fifth in the Reader's Top 100 Games Of All Time, and there was a three page play-off feature. And, it falls on me to be the person who corrects Julian Gollop about his own game. It was actually published five times. He's forgotten the time his own company Mythos Games offered it as part of the Rebelstar Collection. The foolish fool.

Judge Dredd didn't appear in a game until the disappointing 1987 Melbourne House release. Someone associated with the CRASH review had a good memory and noted:

It must be over two years ago that Games Workshop confided they were developing a computer game based on the cult 2000AD comic-strip hero -but the Workshop stopped producing software.

Rollerball just disappeared.

There is one last game listed on the Games Workshop page at spectrumcomputing.co.uk, The Castle of Lost Souls. This isn't a Games Workshop board game licenced to another company, like Hero Quest or Space Crusade. It appears to have been intended for the Games Workshop line. There's next to no information online about the game, it never appeared in a magazine, and it's not mentioned in DICE MEN, and yet it exists to be downloaded. The story of its recovery is one of those lucky moments.

Dave Morris and Jamie Thomson, one of the creators of Tower of Despair, run Fabled Lands Publishing and back in 2011 their blog wrote about the history of the original 1985 Castle of Lost Souls gamebook. On the day the article was published, there's a comment from Steve Foster, a programmer:

If you remember, we turned it into an adventure game for the ZX Spectrum. I think I still have it somewhere (...and a working Spectrum to boot!)
 
Dave Morris, author of the blog post followed this up with:

Steve - ah, the dim mists of memory part. What became of that? Was it ever released, or was it yet another idea of those lovable GW rascals for which much work was done to no avail?
 
Steve Foster:

I think GW baulked when we asked for a higher royalty. Then they got Jamie to write a different adventure.

Dave Morris:
 
I think you're right, Steve. Though didn't you mean to write, "GW baulked when we asked for a royalty"?
 
The last entry in the comment thread is from Gerard Sweeney at World of Spectum and that's the story of how a forgotten game that no one, apart from the programmer, knew existed was recovered and made available for free online 26 years later. 
 
Games Workshop royalty policies aside, the reference to Jamie Thomson, suggests the replacement game was Tower of Despair. They are both similar style games, text adventures written with Gilsoft International's adventure writing utility The Quill. Was The Castle of Lost Souls intended to be a 1984 launch title for Games Workshop until its place was taken by Castle of Despair.

Jumping ahead to May 2018. Let's go back to Mike McKeown's interview with CASA Solution Archive where he also described the end of the Games Workshop software line: 
 
What killed GW’s nascent computer games division was something really stupid… The guys who wrote D-Day made a version for Sinclair QL. The QL had a unique looped tape drive with fragile and expensive cartridges.

Sounds like a recipe for disaster?

Ian Livingstone and Steve Jackson were early adopters and thought it was the next big thing and that GW could become THE QL gaming house. So they ordered a big print run of D Day.
The developers, meanwhile, forgot to tell anyone that their game wrote back to the micro drive constantly. So when the game was put out, with the standard commercial protection for tapes, the cases had no write protection tabs
[3]. So the game was broken.
And since the division had to be self funding, each release was as to pay for the next.
Meanwhile Citadel Miniatures was making a reverse takeover bid for GW and bought out Ian and Steve. All the money went to Warhammer and moving head office from London to Nottingham. No more computer games division ... poof.

Then in 2022's DICE MEN, Ian Livingstone wrote:

Games Workshop released three games in 1985: Julian Gollop’s critically acclaimed Chaos, Journey’s End and a version of the company’s highly successful board game Talisman. These games sold well and put Games Workshop on the computer games map. Sadly, it wasn’t quite good enough. Success would require significant capital investment and we weren’t prepared to do that. Despite the relative success of our titles, we brought computer games development to an end. In the best interests of Games Workshop, we decided to refocus on the company’s core IP and retail shops. Steve and I went back to being just players. 

I'm going to brush over the comment about Journey's End because I can't find any information about it being released by Games Workshop. There's nothing in any of the three accounts of Games Workshop software that contradicts the others although they all come from different perspectives.

There's a real mystery about why Games Workshop didn't release more than one Commodore 64 game. Tower of Despair was not the game to use to test the market. Whatever went wrong with the C64 version of D-Day might also have soured the company on further conversions. Especially if, as Mike McKeown notes, the division expected each release to be funded with the proceeds of the previous game. Losing the income from D-Day could have stalled the C64 line before it even got started.

It's entirely possible that just too much stuff happened at the beginning of 1985. The first wave of Spectrum games were successful enough to justify a second wave of software but didn't set the world on fire. The C64 version of D-Day went wrong as did, apparently, the QL version. And, on top of this and most importantly, behind the scenes Ian Livingstone and Steve Jackson wanted to step back from the day to day running of Games Workshop. DICE MEN again:

Steve and I had been running Games Workshop for ten years and with the added pressure of having to write more and more Fighting Fantasy gamebooks, we were working round the clock. It was exhausting.

There was a brief attempt to run Games Workshop by committee but this fell apart because the management board had strong differences about what should happen next:

Bryan [Ansell, the managing director of the Citadel Miniatures division] wanted Citadel Miniatures, Warhammer and the shops to be the main focus whilst the Workshop directors wanted to focus on the shops, trade sales, games production and magazine publishing. 

Mike McKeown's comment about Citadel Miniatures making a reverse takeover of Games Workshop, stems from Bryan being appointed group managing director:

We sent a letter to Bryan on 21 May 1985 offering him the position of group managing director, which he quickly accepted.

May 21st was the date of the offer. I don't know how quickly Bryan accepted but its a heck of a coincidence that the news story about the end of the Games Workshop computer games division runs in the 23-29 May 1985 issue.

HAMMERSMITH AND SHEPHERD'S BUSH GAZETTE 3 Sept 1981 page 11
HAMMERSMITH AND
SHEPHERD'S BUSH GAZETTE
3 Sept 1981 page 11
DICE MEN includes a whole section Sunbeam Road. In 1980 Games Workshop had moved to a warehouse on Hythe Road, Harlesden. No one seems to have liked it. "A sub-optimal building in a grim location," is Ian Livingstone's description. By 1981 they'd run out of space, and the hunt was on for a new location:

We needed a large two-storey building which would be used as a warehouse on the ground floor and as offices on the first floor for operations, accounts and production. We found what we were looking for in Sunbeam Road in Park Royal, North West London and relocated there in September 1981.

The move was considered significant enough to be reported in local newspapers.

 
DICE MEN includes loads of lovely contemporary pictures of Sunbeam Road and Games Workshop staff. You'll need to buy the book to see them. The best I've got are my pictures from last year.
 
27-29 Sunbeam Road, London, NW10
 
Sunbeam Road is a private road and next to the gate at the junction with Chase Road is an "entry at own risk" sign. This was unnerving. I'd travelled down after work, so by the time I got there at 6.30pm I was very much walking against flow of people going home. The estate is a museum of industrial units through the decades. It has undergone a patchwork process of modernisation and next to modern units are obviously old buildings which probably date back to the fifties. 27-29 doesn't look like one of the oldest on the estate, it's an unremarkable flat-roofed brick building which I'm going to guess dates to the late sixties or seventies. The oddest thing about the Sunbeam Road estate is that most of the older units open straight onto the road, there are often no paths. Instead, walkways have been painted directly on to the road and these are often treated as good places to park. The line of parked cars meant I was walking right alongside the side of the narrow road and I stood out. My heart sank as I approached 27/29 Sunbeam Road and saw a lorry being unloaded. I refer you to my contemporary notes:

Laundry. Van parked outside unloading. What to do? Not the sort of place you can skulk and wait. Tried sticking phone in pocket to record video to grab images. (include crappy screen grab?) Ended up with unusable "hidden" camera footage which starts with me audibly whispering "fuck it" before starting to walk. Then the van drove away.

Some context. A company called Galicia Laundry "caring for your linen since 1978" has spread out across the end of Sunbeam Road to occupy several warehouses, including the old Games Workshop building. A group of people were unloading a lorry as I walked towards the building and I would have been very visible to them if I tried to take a picture. I tried taking a picture from the junction of Sunbeam Road and Dragor Road but it was too far back to get a good photo. The road was very narrow and cluttered. If I wanted to get a decent picture I'd need to get closer. If I also wanted to avoid upsetting a group of workers I needed to wait for them to finish. I tried lurking but the estate was disappointingly busy and it was clear there was a limit to how long I could stand on a corner pretending to take a call. I was still wearing my work shirt so I started recording a video and jammed my phone into the breast pocket with the camera poking over the top. Then I said the bad word and started walking. I had a theory that I might be able to grab a single usable frame from this Roger Cook-type reportage.

It didn't. I walked down the side of the Games Workshop building, stopped and reviewed the footage. It was awful. Abraham Zapruder would have laughed at it. Plan B, was to kill time and see if I could track down where this heavily cropped photo of Angus Ryall had been taken. It was used on PCW's Games Workshop Backs Off, news story. Obviously this proved to be a fool's errand and the answer was no, I couldn't work out where it was taken although I've got a sneaking suspicion it might be the Cullen's Road end of the building. I hoped the lorry might have moved off by the time I gave up my search but it was still there. I walked past, to see if I could get a picture of the building from the other side, and I got lucky. As I took a couple of rubbish snaps the lorry drove off. I walked back and grabbed a photo from the best angle.

Games Workshop didn't stay at Sunbeam Road much beyond 1985. The wording in DICE MEN is ambiguous but it looks like the business moved to Citadel's premises in Eastwood, Nottingham in 1986.

[1]
Posh words for lazy.
[2] About £75 in 2025.
[3] A note about write protection tabs for anyone who doesn't remember physical media. Discs, cassettes, and videotapes all had little bits of plastic which controlled whether you could record on whatever piece of magnetic media you were using. Unprotected, that is writable, blank tapes, discs, etc had the tab in place and could be recorded on. Commercial tapes, software, and videos had the tab removed and were protected (unless you covered the hole with a piece of sellotape). From Mike McKeown's description of what QL D-Day was doing, it sounds like the microdrive cartridges were not write protected and because the game was constantly writing to the cartridge, it erased itself as you played it. Not good for a £24.95 piece of software.

Warhammer 40,000 40K GW Space Marine Citadel. Right that's the search engine optimisation sorted. Hello to Henry Cavill. Leave a comment or follow me on Bluesky, @shammountebank.bsky.social. Emails to whereweretheynow@gmail.com especially if you know anything about a ZX Spectrum version of Blood Bath at Orc's Drift.

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