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Interviews
Click a photo to read one of the exclusive interviews
Jon Dean
Jon Dean hired the company Attention to Detail to write the SDK and a
number of demos for the Multi-system. ATD also produced games for the Atari
Jaguar. It was Jon who was responsible for
knocking down the doors of developers to ensure games were produced for the
machine.
Jon Dean contributed a great deal to the Multi-system, and despite the stigma
of its failure to get to market, he is happy to be associated with the
machine and his work speaks for it's self. Jon Dean has had a long (for a
young guy!) career in the games industry and has helped keep the memory of
the Multi-system alive by contributing to the excellent Retrogamer Konix
article written by Craig Vaughn. It's Jon's personal videos that are hosted
on this website that give us a real tangible insight into the
Multi-system.
Interview:
Slipstream
Was there any acrimony involved between any of the parties involved in the
failure to bring the product to market?
Jon Dean
At the time, I believe that many of us were upset - some, freelance
contractors like me, were owed money; others like publishers had invested in
dev equipment and salaries of teams making games for the system. Seemingly
overnight no-one knew anything and Wyn had became invisible - the lack of
communication was the hardest thing to deal with. Many people had put a lot
of trust and faith in Wyn and his team, and it was sad to see that turn.
Slipstream
Having talked to Wyn Holloway there seemed to be a frenzy of activity and
excitement - at times it seemed like the hysteria that accompanies pop
stars.
What did it feel like at the time during both the boom and the bust?
Jon Dean
There was excitement generally around the project, but I didn't receive any
of the frenzy that Wyn recalls: I was dealing with sceptical publishers and
developers, and they needed more than words to convince them this was real.
As contractors, we delivered some World class development tools for Konix
which went a long way to helping the credibility of the venture. I know that
my reputation would be enhanced if the Multi-System delivered, and hurt if it
did not. For years afterwards, the Multi-System was a joke in the business,
and it felt like it had been at my expense for the longest time.
Slipstream
The Slipstream was a very clever design for a multi-function game controller
- a typically eccentric British design. The Flare one was a great piece of
hardware design. Do you think the two would have fared better separately as a
home computer and a game controller?
Jon Dean
I have always believed that the genius was the combination. As stand
alone components, they just weren't as exciting in my mind. Earlier this year
I gave a talk at an IGDA function in Orlando, Florida; I was talking about
'transition' from current to next gen, and how this had happened before. I
showed a video of the Konix Multi-System and prefaced it by saying that back
in 1989, this would be the equivalent of me showing a preview of PS3 today.
The audience laughed at the "next generation graphics" and "CD quality sound"
described on the voice-over and exampled in the video, but by the time they
had seen the wheel change configuration, the foot pedals, the light gun and
the icing on the cake - the chair -everyone wanted one! The spontaneous
applause that followed tells me it has to be the concept, not the technology
that hits the mark.
Slipstream
How do you think the Konix multi-system would have competed against its
contemporaries?
Jon Dean
I don't think any of us believed it would have been easy, nor that we would
have been market leader. However we were such a different proposition from
the others, we would have made an impact and I believe we could have had a
25% market share without too much trouble. In many ways Konix's edge would be
similar to where Nintendo is carving a niche now - by not being the same. I
think the biggest challenge (other than actually launching!!) would have been
what came next - what was the next big idea to leverage the KMS foothold.
In many ways Konix's edge would be similar to where Nintendo is carving a niche now - by not being the same.
Slipstream
That period was not the best for launching a games machine - in the time
between 1989 and 1991 we saw the Gameboy, the Super Famicom (Super Nintendo)
and the Sega Megadrive (Genesis) - all these machines were guaranteed to have
first party conversions of the popular arcade games of the time with
exclusive access for the programmers to the audio visual assets of the games.
Any developer wanting to port these games would surely have had to fight for
the right to the license which no doubt would have cost a lot, and if the
machine was considered a threat to the Japanese manufacturers, I'm sure they
wouldn't have given up the licenses too easily.
Jon Dean
I don't think there is ever an easy time to launch a new hardware platform --
ask Sony about the PSP. I love the PSP, but I play DS because the software
engages me more. The Konix would have sold in its first year because of the
hardware differentiation, and the challenge thereafter would have been a
higher range of quality software than we would have been able to deliver in
year one. I had a launch strategy of 25% licensed titles (e.g. coin-op
conversions) 50% 'ports' (also available on other platforms) and 25% original
(only on Multi-System, showing off its unique features). If you look at what
we had in development, we would have fallen short on the coin-ops, but as a
new platform relying on 3rd party support the volume of software was more
important in year one, given that the hardware was the initial selling
point.
I looked back at my notes from the time, and here are some related points
that you might find interesting.
KMS was aimed at two distinct consumers - the 8 to 14 year old male, market
data at the time suggested they preferred playing arcade style games
(traditionally a purchaser of a console or 8 bit home computer such as a
C64), and the 14 to 36 year old male, who we believed had more disposable
income, and who preferred a strategy based product, such as a flight / car
simulator or fantasy role playing game (traditionally a purchaser of an ST,
Amiga or PC).
To address the needs of both consumers, a range of good, quality software was
required, which I had estimated would require a minimum of twenty four titles
across a range of categories/genres in year 1 (side topic: compare to launch
strategies today of MS, Nintendo or Sony). Also, to ensure maximum sales
potential in the long term, titles selected for the KMS would be subject to
Konix approval (very controversial at the time, but commonplace today), hence
only quality titles would be available. I had calculated that the number of
titles needed for KMS year 1 based upon the proposed installed base and the
proposed consumer split.
Assuming that the hardware to software sales ratio was 1:3, and given Konix's
original projection of an installed base of 180,000 KMS in year 1,this meant
that a potential software market of 540,000.
With hindsight, this was very conservative and based on PC and home computer
estimates, not consoles: the software sales would have been much larger. Also
the small number of KMS available would have meant they sold out everywhere
and Konix would not have been able to meet the demand created.
Slipstream
How do you think it would have faired world wide, would the rest of the world
have warmed to its eccentric design? Had you planned for any specific
American or Japanese software manufacturers to produce games for the
machine?
Jon Dean
We had many grandiose schemes, but we knew that we had to launch well in
Europe first. I believe the system would have appealed Worldwide because of
its differences, the issue would have been how quickly we could create
additional relevant software for those markets. We didn't have the budget
until we successfully launched in one territory. We had a handful of American
publishers pledging support, most wanting to jump on board after we had
launched and proven we could "walk the talk". Tremendous interest from
Japanese publishers but no commitment at the time.
Slipstream
Do you think the Slipstream would have been no more than a novelty and the
underlying technology of the flare one board have been what sold the machine?
Or do you think the Slipstream design was more like the catchy hook of a pop
song that attracted you to the product and that the Flare designed technology
would have bought the bacon home?
Jon Dean
I think the physical design and configuration possibilities were the system's
selling points. Video game history has rarely rewarded the most
technologically advanced system with the best-seller status, so the
technology just had to deliver enough to satisfy consumers that it was truly
your home arcade / home flight sim / home racing kit / all of the above. The
chipset of the KMS helped us to be considered "next-gen" at the time and
ultimately would have been our success once launched, as it would have
allowed us to create some incredible software in the following years. I'm
still a big fan :-)
Slipstream
Do you know how many dev kits were issued to developers? How much did they
cost? Reading between the lines (which is always prone to fail !) in an
article attributed to Jeff Minter he mentions £5000, would this have
been the price of the dev kit?
Jon Dean
I don't know for sure how many dev kits we had, but my notes suggest we had
issued kits to more than 20 companies; in addition to developers and
publishers, we also had kit for the individuals and companies that created
the software tools that made writing for the game much easier. Every kit was
hand built and took time to make - the cost was probably in the 5K range. I
know that Konix never sold any kit to anyone, instead developers put down
£2000 as a deposit for every kit received under license, the kit always
being owned by Konix. Again controversial at the time, but standard practice
on consoles today.
Slipstream
I'd like to talk about quality control, Who was to vet the titles? Would they
have needed your or Wyn's stamp of approval - or maybe the board of directors
of Konix?
Jon Dean
I did the selection of which titles we should have, or which we should seek.
I presented these to Wyn and his team, and we would discuss them. I had
established the criteria before ever selecting a title, so the review of
titles was always easy - they fit the agreed criteria and I recall Wyn used
to sit with a huge Cheshire grin on his face every time he learned of a new
title for his system. The final quality control of the games once written,
was a published process against which all titles would be measured, they were
not dissimilar to the TRC/TCRs that console developers are familiar with
these days.
Slipstream
How did you pick which developers to work with?
Jon Dean
With third-party publishers, I usually went after specific titles and we
would negotiate - often others got added into the mix as part of those
conversations. So developers of those titles were chosen by those publishers.
For the Konix label titles, I used my own contacts -- I was a co-founder of
the Society Of Software Authors, and was well connected within the European
development community. I also had my own consultancy business working with
publishers and developers, so in some cases it was a connecting of the dots.
The criteria to work on the platform was based on prior experience: had the
developer worked on a similar technology? Had they used PDS (which had been
adapted as part of the KMS dev kit)? What was the quality of that prior
work?
Slipstream
How did they choose which titles to develop? How much importance was given to
the use of the Slipstreams unique controls and peripherals?
Jon Dean
See the press release below, from September 1989 to see the logic as to the
range of titles. The selection was based on getting at least one title in
each of the target categories. We didn't want a glut of titles in the same
category shipping at the same time. I had planned on Konix publishing 30% of
the software so that it could protect the market and ensure that a range of
software was shipped - filling in the gaps that 3rd parties didn't provide.
Thus if no-one came forward to support (say) the foot pedal, then we would
create a title that made use of it as a core gameplay device. In most cases,
in order to get approved for publishing on the system, I would ask publishers
to support the most appropriate peripherals as a condition of getting a
license.
PRESS RELEASE - SEP 1989
KONIX ANNOUNCE SOFTWARE PUBLISHING DIVISION
Leading joystick manufacturer KONIX have announced the establishment of a new
software development division which will publish titles under the 'KONIX
SOFTWARE' brand label. The new organisation is Creative Design Software, a
sister company to Konix's R&D division, Creative Devices Research.
Creative Design Software have already begun to commission original software product to support Konix's latest technological innovation, the Konix Multi System; a 16-bit computer game console due for release in October 1989. Titles to be marketed and published under the 'KONIX SOFTWARE' brand label include "KONIX CHESS" (by Digital Ink), "REVENGE OF STARGLIDER" (by Argonaut Software), "TUNNELS OF DOOM" (by Attention to Detail), "ROTOX" (by Binary Design) and "BIKERS" (written by Argonaut Software - an original motorbike race and stunts game being included free with every Multi-System).
Additional titles are due to be announced shortly, and will include a TANK SIMULATOR, FLIGHT SIMULATOR, SPORTS SIMULATION and an ART&MUSIC 'TOY'.
"Konix Multi-System players need a range of quality software, and the Konix Software label will fill any gaps in the range not filled by suitable third-party titles", announced Konix Chairman Wyn Holloway, "and additionally Konix Software will 'push' the use of KMS technology to create new products on KMS; thereby setting standards for all publishers on KMS to follow, and hopefully match".
Additionally, Creative Design Software will continue to work
hand in hand with and co-ordinate technical support for the third-party
software publishers who are developing the majority of the titles for Konix's
revolutionary Multi-System console.
"The Konix Multi-System is extremely exciting technology to
be working with", said Jon Dean, "It's a great design inside and outside - we
can create an entirely new generation of realistic computer games using its
capabilities".
Dean has coordinated Konix's software development to date through The Project
Management Consultancy; he is a co-founder of the Society of Software
Authors, was previously responsible for setting-up and running Activision's
Software Studios development operation, and spent four years with Atari. "The
KMS is a game player's dream machine", he continued, "and it's a challenge to
produce software that matches its innovation and excitement. But I know that
the third-party publishers and Konix Software can deliver the goods. It's a
hot European console with red-hot European software. Look out world, here we
come!"
KONIX MULTI-SYSTEM - MULTI SOFTWARE ARRIVES
Creative Design Software, the software development division of Konix, today
announced details of the software products currently in development for the
Konix Multi-System (KMS) console.
A good, hand-picked, quality range of software is planned to offer the KMS
user a challenge, whether they prefer using their KMS as a true simulator or
as an arcade machine. The range, to be published by independent third-party
publishers and Konix's own 'KONIX SOFTWARE' label, contains a selection of
'known' titles - firm favourites already hits on other formats - and also a
significant number of original titles never before released, which are
designed to show the KMS at it's best. The intention is to release one or
more new titles every month, with the various categories being updated over a
period of time, thereby offering new titles whatever your game
preferences.
The categories to be established and built-up over the first year include:
Arcade/adventure - Arcade/coin-op
Arcade/race game - Arcade/shoot-em-up
Adventure/FRP - Creativity/Music
Creativity/Art - Flight Simulation
Sports events - Strategy/classic
Strategy / war-game
There are approx. twenty hand-picked titles in development for the KMS with a
total of twenty-four releases planned by September 1990. All of the first
twenty titles are developed by European publishers. The titles represent a
range of software categories and the intention is to provide something for
everyone -the 'arcade' game player, and the more traditional 16-bit
strategy/simulator enthusiast.
Increasingly, KMS titles will make more and more usage of the KMS features,
allowing new control and play options never before available. Examples
include using the foot pedals for running or kicking, using the KMS in
'flight-mode' to move space-craft up and down, backwards and forwards etc.
Virtually all titles will support the KMS Power Chair so that whatever titles
you have when you buy your chair, you can be sure that you're in for a new
experience - you could spend all day in the chair if you wished!
Software prices are likely to be £19.99 for most titles with some at
£14.99. Publishers are being encouraged to use one standard packaging
type, CD-style cases.
Titles to be released by KONIX SOFTWARE include:
BIKERS (included free with every Konix Multi-System)
A fast arcade motorbike racing game written by the award winning Argonaut
Software. This title has never been available before and was written
specifically to show the Multi-System at its best. Many different play
options including the ability to practice motorbike stunts (such as jumping
over buses), 256 colours on screen, CD quality music and sound effects. Works
as a 1 or 2 player game, and will work with the Konix Power Chair if
attached.
KONIX CHESS (Expected availability OCTOBER '89) Classic Chess game based upon the 1988 World Amateur Computer Chess Champion software 'PANDIX', with special 2D or 3D play options and selectable pieces. Many levels of play to suit beginner or expert plus unique option which allows 2 players to battle it out on two separate Konix Multi-Systems! Also works with Konix Power Chair. Written by Digital Ink.
REVENGE of STARGLIDER! (development title) (Expected availability FEBRUARY
'90)
New and original flight simulator and arcade game in one, taking advantage of
all of the features offered by the Multi-System. Written by Argonaut
Software. Also works with Konix Power Chair.
ROTOX (development title) (Expected availability MARCH '90) Original 3D space game based upon floating agricultural platforms in space which have been overrun by some kind of alien... it is your job to get to the bottom of it! Fast shoot-'em-up with high speed rotating graphics. Also works with Konix Power Chair. Written by Binary Design.
TUNNELS OF DOOM (development title) (Expected APRIL '90) Original, futuristic race game that marks a major step forward in computer game technology...and fun. Further details to be announced closer to product launch. Hook two Multi-System together for the ultimate race! Also works with Konix Power Chair. Written by Attention To Detail.
Additionally, there are several titles in development which are due to be announced shortly, including a TANK SIMULATOR (can be played as an arcade game or true sim), full combat FLIGHT SIMULATOR, award-winning 'SHOOT-'EM-UP' a SPORTS SIMULATION and a MUSIC & GRAPHICS 'toy' (allows the user to easily create CD quality multi-channel music in stereo without the need to read or write music, whilst at the same time creating a dazzling kaleidoscope on screen with 4096 colours, shapes, starfields etc.)
Titles to be released by INDEPENDENT KONIX DEVELOPERS include:
STAR RAY Logotron (Expected OCT '89)
LAST NINJA 2 System 3 (Expected OCT '89)
SAILING SIMULATOR Empire/ODE (Expected NOV '89)
RUN THE GAUNTLET Ocean (Expected NOV '89)
MUTANT CAMELS 89 Llamasoft (Expected NOV '89)
SUPER SKI SIMULATOR Microids (Expected NOV '89)
MR DO's WILD RIDE Electrocoin (Expected DEC '89)
CRAZY CARS 2 Titus (Expected DEC '89)
MANCHESTER UTD FC Krisalis (Expected JAN '90)
HAMMERFIST Vivid Image (Expected FEB '90)
VENDETTA System 3 (Expected MAR '90)
* REVENGE OF STARGLIDER evolved into StarFox.
* The MUSIC & GRAPHICS TOY was a KMS project I was talking to Jeff Minter about - using the KMS to create a 'next-gen' Trip-A-Tron' - like experience, which could create wildly different effects through different use of all the KMS input devices.
* The TANK SIM was a project I was hoping to get Jonathan Griffiths to write - he was working on CONQUEROR at the time
* Many of the 3rd party titles ended up being published on other platforms, including HAMMERFIST and VENDETTA. LAST NINJA 2 was, actually, going to be the first release of LAST NINJA 3 - a surprise for the launch that never was.
*If the KMS had launched, I would have been responsible for running Creative Design Software - a separate company owned by Konix that would have handled all of the software development and publishing activities.
*CTW followed up on this press release with a 3 page interview with me, very similar questions to the ones you are asking. You can see it at http://guv1.com/jd-res02/pmc.htm - see the side bar on the right hand side. The quality isn't great, I haven't updated these pages in years; I scanned it years ago to make the image good for dial-up, but I hope you can make out the gist.
Slipstream
Were there any killer apps? Did it really need any? Do you think the machine would have sold its self to some extent and therefore not needed triple A titles, or do you believe the titles in development were of sufficient quality?
Jon Dean
BIKERS would have been the most played game, because it would have been free. It would have been a fun little game, very playable and felt different because you play using the handlebar configuration (although we did all our testing using a Navigator joystick because it was all that was available!!). I think that MUTANT CAMELS would have been a killer app, because it was so fast, so colourful and so loud - again, I can show video of the game even today and people want to play it. Jeff could always write very playable and great looking games. TUNNELS OF DOOM would have been a killer app too; fast, very colourful, could have been controlled differently using any of the system configs and would have been a dream in the chair; in game style it would most closely resemble WIPEOUT that came many years later.
I subsequently sold the idea [for Tunnels of Doom] to Mirrorsoft and we were creating it for a bunch of systems - but when Robert Maxwell went swimming, that was the end of Mirrorsoft, and we eventually gave up on Tunnels.
Slipstream
As well as writing the SDK, Did ATD produce a game for the KMS or just the
tech demos? Did you see the tunnel of doom demo turn into anything like a
game; was it the inspiration for another game?
Jon Dean
They finished LAST NINJA 3 for System 3, which played and looked great. They
had work in progress on TUNNELS OF DOOM but it was in its early stages. I
subsequently sold the idea to MIRRORSOFT and we were creating it for a bunch
of systems - but when Robert Maxwell went swimming, that was the end of
Mirrorsoft, and we eventually gave up on TUNNELS.
Slipstream
In your opinion seeing the performance first hand, did you think the machine
offered better or worse performance than its contemporaries e.g., the Amiga,
ST and SNES, Megadrive and PC Engine...?
Jon Dean
Tough call - those systems all shipped so in that sense they all outperformed
KMS :-) I think we had better technology all around, but its usefulness, like
so many consoles, was limited by the lack of a hard drive and enough on-board
RAM. I would say we beat the consoles in just about every area, and with the
unique controller design, would have been a much better gaming system than ST
or Amiga.
Slipstream
I heard someone mention Shadow of the Beast as a game for KMS, but no one
else has anywhere else.
Jon Dean
I had some great conversations with Psygnosis, and we were in discussion with
them for a handful of titles. Ian Heatherington and Jonathan Ellis liked
the idea of a European console but like so many publishers at the time, they
wanted to see how the launch went before jumping on board. I think if KMS had
launched, they would have been a premier publisher for the system, because
they liked the technology.
Slipstream
The ravages of time have left the Konix Multi-system coming off as a bit of a
joke, but after talking with Wyn, I got the impression that this thing was
going to rule the world. It's sad that some people remember it with disdain
and are happy to cite examples of the Power Chair blowing up and assume such
things as a lack of original games as reasons for its failure. Any
comments?
Jon Dean
The difference between success and failure is paper thin. Konix came
remarkably close to shipping KMS, and if it had, Wyn would be a folk hero
(along the lines of Sir Clive Sinclair),and the video games business would
have been changed forever. It would have slowed the Sega and Nintendo assault
on Europe in the early 90s, and I believe would have been snapped up very
fast by one of the many companies that were offering Wyn money to sell-out
prior to launch. I remember asking him why he wouldn't sell, and I think it
came down to him believing that he didn't need to - he could have it all.
Launch this thing and the value goes even higher. The Power Chair never blew
up (although the prototypes often stopped with an impressive bang, which I
thought we should add as a feature and make programmable!).
As for the software, Konix running out of funds to launch the system had
nothing to do with the games we were making. It's not like if we had
different titles they would have had those funds. The fact we had so many
titles you haven't heard of points to the opposite of a lack of original
software, doesn't it? You can call Nintendo all the names you like, but their
commitment to original software is proving to be the winning strategy for
hardware sales. No, poor software options would only have been a factor if
the system had launched and then no-one bought it. More relevant would be the
lack of more third-party publisher support, which would have brought us
credibility. As I mentioned earlier, there were many publishers wanting us to
launch before they agreed to support, and KMS had its own quality bar set to
ensure quality and range were maintained.
Slipstream
It's an "If I were King" question, but how could anything have been done
differently to get the Multi-system to market. You were fevering away ensuring
software was developed for it. Could you see area's of obvious deficiency or
chinks in the armour that caused its premature demise?
Jon Dean
When I stopped getting paid, sometime in July 1989 from memory, I started to
take an interest in how to keep the system on track for launch. So I
continued to work (for free, as it turned out), as without that there was no
software support. I also put forward two proposals to Konix that would have
freed up funds, by inviting third-parties to participate (fund certain
elements directly); this included some of the major distributors in Europe,
most of whom were very interested. But as I mentioned earlier, Wyn had some
very big names knocking on his door and as it turned out, his belief that
independence was still his greatest strength probably stopped any other
possibilities from occurring. I don't even know if he would have done things
differently now, with the benefit of hindsight.
Slipstream
There is a current trend in the gaming press to talk of failed machines (slow
news days maybe?) this normally comprises a list of machines such as the Sega
Saturn, Sega Dreamcast, Atari Lynx, Jaguar and the Turbo Grafx. All of these
machines made it to market, and all had at least 100 games released for the
unit. Let's suppose the KMS made it to market, do you think it would be a
similar story in that even if it had limited success it may not have been the
runaway triumph of the PS1/2 and SNES/Megadrive that these machines are
obviously being measured against?
Jon Dean
I don't think KMS would be viewed as a failure if it had launched. A novelty,
perhaps, but in the days where the Wii is attracting attention because of its
focus on peripheral devices and their impact on game design, the KMS was
there 16 years ago.
Slipstream
Was the chair really that shabby? Would it have blown up if anyone bigger
than a 5 year old sat on it? Do you think the design could have been safely
and successfully built? Was it a bit slow?
Jon Dean
It never made it past prototype. It was solid enough, but I only ever saw
protos that used two up turned power drills as their engines. Hence they
sounded like - er - power drills any time they moved. The plan was to use
smaller, quieter custom built engines once it got closer to manufacturing
time. The chair never blew up, sometimes the drills over heated by the
constant start/stop and would bring the chair to a sudden halt with an
impressive 'bang'! A few people in the World ever got to play any games in the
chair, and I count myself as one of the lucky few. The power drill allowed an
awesome proof of concept, it really was the arcade come home. And totally
changed the game experience by making it more immersive. There wasn't any
rocket science involved, and I believe it would be more than possible to
build and manufacture these safely. I don't think we ever tried it with a
5-year old, only grown men (some very hairy like Jeff) - and it was just
fine. The biggest problem was getting people out - no-one wanted to stop
playing in it.
Slipstream
Do you think the Konix was a complete wasted effort, did anything good come
of it. Do you think it influenced anything in the games industry? Has it in
your opinion left any sort of lasting testament, memorial or benefit from its
existence?
Jon Dean
With the passing of time, I am honoured to have been part of it. It showed me
that a good idea is a good idea and that is all it takes to revolutionize an
industry that likes the status quo. The growth is only ever going to come
from innovation. I respected Wyn's 'David' to the World's 'Goliath'. We will
see equipment like the KMS again, this is still a good idea, to better
immerse players in the game Worlds in which we place them. I don't think KMS
changed the industry, but I think it is richer because it was attempted. I
hope there are more innovations like this - we're supposed to be about
fun.
Slipstream
Finally, You were in some way involved in the Bell fruit DLT treble top
interactive quiz machine. Does your association with this have anything to do
with the Slipstream technology being used as the basis of this machine?
Jon Dean
The connection is actually ATD, I worked with them a lot. I got them involved
with Konix, and in turn they met Flare. Post Konix, Flare worked with Bell
Fruit, and Flare had liked the work ATD had delivered for Konix - plus they
knew that hardware better than probably anyone. As part of my work with ATD,
they asked for help with the DLT Treble Top project.
Here's Jon's resume, I can't think of anything more to say as it speaks for itself!