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Companies & Studios

Ultimate Play the Game

Before they were Rare

The Stamper brothers' Ultimate created the most technically impressive games of the Spectrum era before becoming Nintendo's Rare.

SpectrumC64NES developersbritish-gaming 1982–1988

Overview

Ultimate Play the Game was mysterious by design. The Stamper brothers—Tim and Chris—released games with no screenshots on the packaging, no advance reviews, and technical quality that seemed impossible on Spectrum hardware. Every release sold on reputation alone. When they sold Ultimate to US Gold and became Rare, they’d already earned legendary status.

Fast facts

  • Founded: 1982 by Tim and Chris Stamper, in Ashby-de-la-Zouch.
  • Previous company: Ashby Computers and Graphics (ACG), arcade conversions.
  • Signature style: isometric 3D, technical excellence, zero pre-release information.
  • Major titles: Jetpac, Atic Atac, Sabre Wulf, Knight Lore, Underwurlde.
  • Sold to: US Gold (1988), became Rare Ltd.
  • Nintendo era: Donkey Kong Country, GoldenEye 007, Banjo-Kazooie.

The mystery

Ultimate cultivated secrecy:

  • No previews: games appeared without advance warning.
  • Minimal packaging: distinctive black boxes, no screenshots.
  • Reputation-based sales: previous quality guaranteed purchases.
  • Press distance: the Stampers rarely gave interviews.

In an era of hype, Ultimate let games speak for themselves.

The Spectrum games

Jetpac (1983)

  • Collect rocket parts, blast aliens.
  • Smooth scrolling on fixed-screen hardware.
  • Instant classic, immediate reputation established.

Atic Atac (1983)

  • Top-down action-adventure in a haunted house.
  • Multiple playable characters.
  • Secrets and exploration.

Sabre Wulf (1984)

  • Jungle exploration, maze-based gameplay.
  • Massive game world for the time.
  • Character became Ultimate’s mascot.

Knight Lore (1984)

  • Filmation isometric 3D engine.
  • Werewolf transformation mechanic.
  • Revolutionary; changed expectations for Spectrum games.

The Filmation engine

Knight Lore introduced isometric 3D that seemed impossible:

  • Solid 3D objects: not wireframe, not flat sprites.
  • Shadow and depth: convincing spatial presence.
  • Character interaction: walking behind objects.
  • Technical leap: competitors scrambled to replicate.

Becoming Rare

After selling Ultimate to US Gold:

  • Renamed to Rare Ltd.
  • Developed for NES, then Nintendo 64.
  • Donkey Kong Country revolutionised SNES graphics.
  • GoldenEye 007 defined console shooters.
  • Acquired by Microsoft (2002).

The same technical ambition, larger platforms.

Legacy

Ultimate proved British developers could match anyone technically. Their secrecy created mystique; their quality justified it. The transition to Rare showed the Stampers’ talent scaled—from Spectrum to N64 to Xbox, always pushing hardware harder than expected.

See also