Years Without Noticing the Game’s Impact: The Genesis of the Original Football Manager

IYou were a soccer enthusiast who owned a computer in the early 1980s, and there’s one game that stands out in your memory. The box art featured an illustration of an FA Cup, with a photo of a cheerful man sporting curly hair and a goat beard in the lower right corner. That same image appeared in gaming magazine advertisements. Despite its basic graphics and primitive sound, the game was a perennial bestseller, enjoying years of popularity. This was “Football Manager,” the world’s first football tactical simulation. The man gracing the cover was Kevin Toms, the game’s creator and programmer.

The game’s inception story narrates how a passionate coder was holed up in his bedroom, crafting bestsellers for the ZX Spectrum and Commodore 64, eventually driving a Ferrari with the revenue generated. Toms, an avid soccer fan and budding game designer since childhood in the early 1970s, initially expressed his ambitions through a board game during a time when personal computers were not commonplace. “When my parents discovered my career aspirations, I told them: ‘Please ask if I can get a job as a game designer,'” Toms recounts. “They responded: ‘It’s just a phase, he’ll grow out of it.'”

Toms didn’t sway from his path. Through the 1970s, he honed his programming skills on corporate mainframes and also coded for a time at Open University. “It didn’t take long to realize that I could write a game themed around these interests,” he explains. “In fact, my first program was for a programmable calculator.” In 1980, Toms acquired a Video Jeanie Computer, primarily viewed as a clone of one of the early home microcomputers, the TRS-80. “I recognized that I could finally transform the board game concept for a soccer manager I had long aspired to create into a computer game,” he states. “There were two significant advantages: we could calculate the league table and the algorithms for arranging fixtures.”




“In the first few months, we sold 300 games”… Football manager for ZX81. Photo: Kevin Toms/Moby Games

Although the Video Jeanie never gained traction, Toms purchased a ZX81 with a 16K RAM extension and ported the game over. “In January 1982, I ran a quarter-page ad in computer and video game magazines, and it began to gain traction,” he recalls. “I still remember the thrill of opening my first letter. We sold 300 games in those early months.”

At that time, the game was quite rudimentary. There were no graphics, only text. Players had the option to select from 16 teams and play the role of manager, where they could buy players, influence team selection, and make adjustments throughout the season. You would start at the bottom of the old 4th division and work your way up. Toms crafted an algorithm that generated fixtures and determined match outcomes based on team statistics.

“The challenging aspect was determining player attributes,” he explains. “I assigned each a skill rating out of five, and wanted to ensure that you couldn’t simply purchase the best players and keep them for the entire season—there had to be a reason to rotate them. The more players you utilized, the higher the chance of injury.”

Toms aimed to integrate long-term strategy into the game, but the highlight feature became the most engaging aspect: the transfer market. The original version allowed players to sign one new player a week, but the selection was randomized, so one never knew who would become available. “Three midfielders would come up, and you’d need to evaluate their ratings to see if they met your team’s needs. Do you spend your budget now, or wait for a five-rated player who could take weeks to appear? That created a thrilling pressure.”




Inspired by Match of the Day… Soccer Manager Match highlight is Commodore 64. Photo: Kevin Toms/Moby Games

One significant challenge was memory. The expanded ZX81 had only 16K, making certain aspects, like team names, particularly troublesome. “It was a while ago when all the licensing issues came into play,” he notes. “My challenge was whether I needed to license names like Manchester United. The memory constraints meant I had to choose teams with shorter names, hence going with Leeds.”

Football Manager debuted during the nascent era of the gaming industry. Games were often sold via mail order or computer fairs. By 1982, however, high-street stores began taking interest in the burgeoning video game market. “Smith reached out and said, ‘We love your game, we want to stock it,’ and invited me to London. They eventually ordered 2,000 units. However, when I returned home, I realized their math was off—it was actually 10,000.”

Toms left his position at Open University and established his own company, Addictive Games. Later versions of the Football Manager for ZX Spectrum and Commodore 64 included additional features like match highlights that represented crucial moments like goals and near misses.

“It was inspired by Match of the Day. They capture the most exciting parts of the game,” says Toms. “I deliberately omitted the match timer from the screen, so players wouldn’t know how much time was left or if there was still an opportunity for another goal. This was an essential aspect of the design. A slight pause between highlights added to the tension.”

The game became a phenomenon, featuring on bestseller lists for years. My friends and I spent countless hours tweaking team and player names. “I didn’t fully grasp the impact of it all for quite some time,” admits Toms. “There was no internet back then. I would receive letters from players saying, ‘I played for 22 hours straight’ or ‘I failed my mock O Level because of the game.’ I later learned that professional footballers were also fans, including Arsenal striker Charlie Nicholas and Spurs manager Bill Nicholson, with Harry Redknapp serving as a mentor to competitive Football Manager players in 2010.”

Toms subsequently developed several other management simulations, such as Software Star, centering on the gaming industry. However, as Football Manager titles multiplied and the pressure increased, he eventually sold the company, stepped back from gaming, and returned to coding in business while traveling the globe. In 2003, Sports Interactive, the creators of the Championship Manager series, acquired the Football Manager name and rebranded their game accordingly.




“I had someone who played an original purchase for my kids”… Football Star Manager. Photo: Kevin Toms

However, the game was far from finished. A decade ago, Toms engaged with fans of the original game online and assessed their interest in a smartphone adaptation. The Football Manager legacy was revived with familiar visuals. The response was overwhelmingly positive, leading to the release of Football Star* Manager in 2016. Recently, he upgraded it again and introduced a PC version. “People enjoy it, and it resonates with them,” he says. “It’s central to my design philosophy: it may appear simple, but there’s subtle depth that keeps the interest alive. I’ve played through 500 seasons and my bank account now reads £5 billion. The balance is clearly well-crafted.”

Toms has evidently rekindled the spark that initially propelled his Football Manager into the gaming world four decades ago. He has ambitious plans for Soccer Star* Manager, as well as Software Star. “I still have many ideas yet to explore,” he affirms. “There are far more goals and concepts than I have time to implement at the moment. I’m not late; I’m determined to realize them, but it’s a matter of timing.”

Source: www.theguardian.com

Astrophysicist reveals the genesis of one of the Milky Way’s biggest moons

Satellite Galaxy Crater II The Milky Way's Crater 2 (or Crater 2) is located in the constellation Crater, about 380,000 light-years from Earth. This galaxy is very cold, very diffuse, and has a low surface brightness. According to a new study, Crater 2 exists thanks to self-interacting dark matter.

Location of Crater II and other Milky Way moons at distances between 100,000 and 400,000 parsecs from the Sun. Image courtesy of Torrealba others., doi: 10.1093/mnras/stw733.

discovery “Since 2016, there have been numerous attempts to recreate the anomalous properties of Crater II, but these have proven extremely difficult,” said Haibo Yu, a professor at the University of California, Riverside.

Dark matter makes up 85% of the matter in the universe, and under the influence of gravity it can form spherical structures called dark matter halos.

Invisible halos permeate and surround galaxies like Crater II, and the fact that Crater II is so cold indicates that its halo is low density.

“Crater II developed within the Milky Way's tidal field and experienced tidal interactions with its host galaxy, similar to how Earth's oceans experience tidal forces due to the Moon's gravity,” Professor Yu said.

“In theory, tidal interactions can reduce the density of dark matter haloes.”

However, recent measurements of Crater II's orbit around the Milky Way suggest that if dark matter is made of cold, collisionless particles, as predicted by the prevailing cold dark matter theory (CDM), the strength of the tidal interactions is too weak to reduce the dark matter density in the satellite galaxy enough to match the measurements.

“Another mystery is why Crater II is so large when, as the satellite galaxy evolves in the Milky Way's tidal field, tidal interactions should reduce its size,” said Professor Yu.

Professor Yu and his colleagues put forward a different theory to explain the properties and origin of Crater II.

This is called self-interacting dark matter (SIDM) and can plausibly explain the diverse distribution of dark matter.

The theory proposes that dark matter particles self-interact through the dark force and collide with each other forcefully near the center of the galaxy.

“Our study shows that SIDM can explain the anomalous properties of Crater II,” said Professor Yu.

“The key mechanism is that dark matter self-interaction thermalizes Crater II's halo and creates a shallow dense core, i.e. the dark matter density flattens out at a small radius.”

“In contrast, in a CDM halo, the density would increase rapidly towards the center of the galaxy.”

“In SIDM, the strength of the relatively weak tidal interaction, consistent with what is expected from measurements of Crater II's orbit, is sufficient to reduce the dark matter density in Crater II, consistent with observations.”

“Importantly, the size of galaxies is also increasing within the SIDM halo, which could explain the large size of Crater II.”

“Dark matter particles are only more loosely bound in the cored SIDM halo than in the pointed CDM halo.”

“Our study shows that SIDM is a better option than CDM for explaining the origin of Crater II.”

of study Published in Astrophysical Journal Letters.

_____

Zhang Xingyu others2024. Interpreting self-interacting dark matter in Crater II. Apu JL 968, L13; doi: 10.3847/2041-8213/ad50cd

Source: www.sci.news