Retrospective: Skool Daze and Back to Skool
Chalk and cheese.
ERIC! 200 LINES! GET TO WHERE YOU SHOULD BE!
It still makes my blood run cold. It's not just the words, though their stark all-caps authoritarian tone is unmistakably that of an imperious teacher, immovable in his quest for corridor justice.
No, it was the sound that accompanied them, the sort of screeching strident electronic squawk that only the ZX Spectrum could produce. It set your teeth on edge, forced you to recoil from the keyboard, cursing the fact that you'd been found out, again.
Add in the fact that the admonishment came cloaked in an angry spiked speech bubble, its 8-bit colour palette leaking lurid red over the scenery, and you've got an in-game punishment that assaulted the senses on every front, perfectly recalling the stomach-sinking dread of classroom guilt.
Remake fans should check out the rather wonderful Klass of '99 project.
We're talking Skool Daze, of course, a 1985 game that still stands as one of the crowning achievements of the British software industry's golden age. You played as Eric, the troublesome schoolboy who must somehow retrieve a bad school report from the staffroom safe before it gets sent home to your soon-to-be-disappointed parents. The combination to the safe must be coaxed out of the teachers, by making all the school shields flash at the same time - one of those arbitrary "just because" bits of game design that you really don't see any more.
What makes Skool Daze endure, and still elicit sighs of nostalgia from Spectrum owners, is the depth of the game world, small and rudimentary though it may be. For one thing, it was customisable and you could change the names of all the characters, including various teachers, the school bully, the local tearaway and the oily swot. For a game driven by adolescent wish fulfilment, the ability to drag your actual teachers into the fantasy was a stroke of genius, years before its time.
Even more than that, it had a life and personality of its own. The school routine carried on regardless of what you were doing, and the small troupe of truculent sprites would trudge to lessons or to the canteen at the sound of the bell. The bully would go around punching people. The swot would grass you up.
HAWT.
If you were smart, you could get one of the other NPCs to take the blame for your misdeeds, by ensuring the teachers saw them first. You could even vandalise the blackboards, typing rude messages on rubber keys that the teacher would wearily erase before starting their droning speech bubble lectures.
It's worth taking time to appreciate just how beautifully drawn the characters were as well. Each one really is a miniature masterpiece of economic design, using a handful of pixels to create distinctive and recognisable school stereotypes, all the better to populate its cheeky Bash Street meets Grange Hill milieu. The bully's crew-cut. The swot's chinless gawkiness. Mr Wacker's officious stride. All memorable, brilliant little details that reveal genuine passion and care in their construction.
Skool Daze was also notoriously difficult, with draconian punishments dished out repeatedly for harmless offences. Get 10,000 lines in one school day and it's Game Over, and since the teachers would continually dish out lines in random multiples of 100 until you got to where you were supposed to be, it took superhuman luck (and some skill) to make it through the school day, let alone hit all those bloody shields.
That's assuming you weren't stuck in one of the classrooms with not enough seats forcing you into a game of musical chairs, with lines dished out every time you unavoidably got knocked on your arse. It's funny, but at the time we didn't even think of it as cruel, punitive design, more an accurate reflection of school being so unfair.
That imbalance was corrected in the sequel, aptly titled Back to Skool and released the same year. It's rather revealing that the biggest changes were stuff around the edges, more ways to muck about rather than a drastic evolution of the core gameplay.
Stink bombs and water pistols were overdue additions to Eric's arsenal, while sherry could be added to the teacher's tea to get them drunk and pissed-up on booze. More importantly, we were introduced to the girl's school next door, and Hayley, Eric's girlfriend. A couple of playtime smooches were enough to convince her to do some of your lines, reversing the inexorable trudge towards expulsion from the first game.
Look! User generated content!
With the expanded map came more ambitious challenges, not least the daring bike jump over the school gate that allowed you to sneak into the girl's school and release a mouse, causing a near riot. It's moments like that, more than any item-hunting gameplay objective, that live on in the memory.
And that's the real genius of Skool Daze, and one of the reasons why I still think of it as one of the precursors to the openworld template that so many games utilise today. The school itself is anything but open, but the game wisely stepped back and let the player dictate their fate by allowing you to do pretty much whatever you wanted within the narrow confines of its tiny world.
It's perhaps no surprise that it was Rockstar who finally brought the spirit of Skool Daze back to gaming with its 2006 educational opus, Bully. The game paid tribute to the pioneering nature of its predecessor with multiple distractions and ways to cause mischief, but the soul was missing. The move to an American public school was part of it, losing the innocent, ramshackle charm of a very British location, but it was also missing a sense of innocence.
We never did get to find out why Eric's report was so bad. Maybe he's a murderer.
The protagonist of Bully was cynical and cool, an anti-hero who could grow up to star in a blistering action game with guns and explosions. But Skool Daze was never about the cool kids. It was about the survival of Eric the everyman (or boy), a game steeped in the comic strips of Leo Baxendale, a self-contained alternate world where dinner ladies were ogres, plates were piled high with bangers and mash, and cheeky kids yelled "Ooyah!" as they received a final panel slippering for their errant behaviour.
That world has long gone, swept away by the Americanisation of British school life and the stifling regimentation of Ofsted reports and nationwide educational initiatives. Nobody does lines any more. Scrawling graffiti on an interactive whiteboard just isn't the same. Yet Skool Daze lives on as an echo, a quaint combination of post-war schooling and post-punk anarchy that flourished, briefly and brilliantly, in the parochial backwash of pop culture that was the 1980s.
That, perhaps, makes it a perfect nostalgia piece. It's less about how school really was, more about how we imagined it to be and for all its gameplay innovations, the culture that made it unique, that gave it personality, simply no longer exists.
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Comments (77) Latest comment 2 years ago
Comments for this article are now closed, but please feel free to continue chatting on the forum!
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Relive the catapult-twanging, bully-punching, swot-grassing moments here and here
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I sank endless hours into this as a young 'un. Giving my classmates the names of my mates from school. Making the swot late for class by catapulting his head repeatedly. So good. I can still hear the screech the old Speccy made when a teacher caught some miscreant and shouted at them. And the blackboards, ah the hilarity that ensued from writing "Mr Wacker is a twat" on them at every opportunity. Then turning around and punching the swot flat off his chair when he grassed
Cheers Dan, this is as nostalgic as it gets for us older gamers.
Edit: Thanks for that awsome link Rottingbadger! Real men Q, A, O, P and M lol.
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If you look at the inlay card at World of Spectrum, it basically explains absolutely everything in detail - but, like you, I clearly never bothered to read that, and eventually worked out it was something to do with the shields, but the idea that you had to then get the code from the teachers was a mystery to me. I think you then had to deactivate all the shields as well before you actually "won".
What's interesting is that it was still one of my absolute favourite games, despite me clearly having no idea what I was supposed to be doing. That's kind of brilliant, really. To create a gameworld that is so immersive and entertaining that the actual gameplay objective is literally irrelevant. And all in less memory than you'd need for a JPEG of the loading screen.
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I used to bunk off school a lot to play this game, in my mind i was doing nothing wrong, i was still at school after-all(admittedly a virtual school).
That excuse never worked though when i got caught.
I never really got into the sequel as much(not sure why), but Skool daze is one of my most nostalgic oldie titles.
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Me and a mate spent hours just messing about and only got one or two shields spinning.
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Hard game but fun....
Now we need a retrospective on Trashman
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I also used to spend hours playing "Contact Sam Cruise", another game by the same people & also released by Microsphere. You played a hard-boiled private detective. Anyone else remember that?
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Awesome article!!
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*splutters*
"...a self-contained alternate world..." - the correct, non-Americanised BRITISH term is 'alternative'.
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WONDERFUL game!
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I might be 25 years too late to be dishing out tips for it, but in reference to the comments about getting lines for getting pushed out of your seat in classrooms with too few seats- you can actually generally avoid this by ensuring the teacher never reaches the class (continually zapping him with the catapult then running away before he sees you)- repeat this until the bell sounds for the next lesson.
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Now I've graduated from pupil to teacher, I'm happy to report that lines are still very much the defacto punishment of choice for teachers. For serious offences, I've been known to make students copy out the minute references in weighty tomes with every tiny punctuation mark and letter expected to be 100% accurate.
It's draconian but effective, as they rarely come back for a second offence.
/has a cruel streak
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My greatest moment has to come from trying to escape that guy by leaping out of the headmasters window, only to crash to the ground, and while frozen there, have the headmaster waltz up to me and say "500 LINES ERIC! YOU ARE NOT A BIRD!" Genius.
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I'm not ready to examine the reasons why I was repeatedly pressing kiss in the boys toilets.
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I guess the only other game where I had a similar sensation was The Great Escape by Ocean. With its day and night gameplay and an overwhelming desire to get through the locked doors.
Superb games from a superb era.
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My favourite was when a teacher saw you jumping for one of the shields.
500 LINES ERIC! YOU ARE NOT A KANGAROO!
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Oh, and the author Dave Reidy also wrote Wheelie! What a bloody genius.
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Very nicely written Dan. The section on a school age that has now passed into history bought a little tear to the eye. I want to go back. Take me baaack.
/collapses
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Great stuff.
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Lol...is that some kind of joke....
Shouldnt it be...
"Skool Daze is out now on Spectrum via PC"
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not my most played game of the era,but clearly a classic.
i spent those years in the grips of Nodes of Yesod, Dynamite Dan, and Turbo Esprit by Durell..good times
to think of the patience i had back then!
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Hitting those little spinny shields !
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Although Bully was a great game too.
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Once they were all flashing, you had to knock a teacher over, who would get confused and reveal his part of the school's safe (where you end of year report was) password.... apart from the history teacher, who had to be knocked over in a classroom with his year of birth written on the blackboard... you got clues about his birth year in his classes...
Once you have all the password numbers, you have to try different combinations until you got it right. I remember that being frustrating (I can't remember how you entered the combinations though)
As somebody else said, I think you had to switch all the shields off again to 'win'.... very tough game!
Some of this might not be quite right, but as far as I remember, it's pretty accurate.
Loved the article, I can clearly see the link now between this and GTA style sandbox games. Even though it was technically a better game, I never enjoyed Back to School as much as Skooldaze.
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Particularly liked the nod to Leo Baxendale. That guy was a genius. I remember being given one of his Willy the Kid annuals as a kid. I spent hours and hours poring over that thing, reading it over and over. Every page, every frame was chock full of weird and wonderful details. Every time you picked it up, you'd always discover something new.
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Then my mate removed my light pen from the spectrum and it never was the same again.
So Santa bought me a C64 the next xams - best xmas ever!!!! (and that was 25 yrs ago!!!!!)
Rambo, Sanxion, California Games ---- Sigh.
TBH, I was more into the game music than the games themselves. Rob Hubard, Maniacs of Noise and Ben (last ninja) Daglish.
(so much so, i had a SID player for my Amiga - Now, in the last 5 mins - I just downloaded a SiD player for he Ipod)
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But I enjoyed Skool Daze very much. As a young French gamer though, I had to put it in the 'what the heck am I supposed to do' game category, like Pyjamarama and A View to a Kill.
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Best line I've read in an article about a video game this year.
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Theres something really cosy about this game. You'd come home from school, watch Trap Door/Jimbo, watch Grange Hill then sit and play this for a few hours. A genius game that still stands up even today.
Great Article.
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In Back to Skool you could use the water pistol to hit the shields.
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Remember the gorgeous red cassette boxes they came in?
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Great stuff! More please!
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Now I really must get back to work....
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It really isn't.
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I remember having a photocopy of a photocopy of a photocopy of the anti-piracy codes for Jet Set Willy, and I think my copy of Skool Daze was a tape of a tape of a tape!
When Back to Skool came out I bought it, though. I remember reading the instructions on the way home in the car from the shopping centre and my anticipation being at fever pitch by the time I had the cassette in the tape deck!
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]http://www.uncleclive.co.uk/skooldaze200...[/link]
It's a shame that blog's not going anymore.
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