![]() | Stamper brothers has been listed as one of the Video games good articles under the good article criteria. If you can improve it further, please do so. If it no longer meets these criteria, you can reassess it. Review: August 17, 2017. (Reviewed version). |
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Article title
editI imagine some might feel an urge to move the article to "Tim and Chris (or Chris and Tim) Stamper" or to separate the two, but I found that they were more often than not referenced as the "Stamper brothers" (a duo). The activities of one were not covered independently of the other, even as industry figures. czar 05:29, 31 May 2017 (UTC)
Early life
editI haven't found a definitive source for early life info on the Stampers. RG appears to confuse Tim and Chris (or at least have a major typo). Kent gets details wrong in his book (also mentioned in peer review). And that leaves the Crash interview (in which the Stampers speak about themselves) and Bloomberg Businessweek. It doesn't help that the press is so starved for information that there isn't much room for fact-checking the Stampers' sometimes extraordinary claims... Unless some other source appears, they've written most of their own history through spoon-fed interviews, and even though WP is more concerned with verifiability than truth, it would be wise to be wary towards some of the more extravagant claims. czar 19:33, 28 July 2017 (UTC)
Retro Gamer
edit@Czar: Have you checked any other issues of Retro Gamer for info on Stampers? Issue 20 has a feature: "Developer Lookback Rare: A Rare Breed" which covers the Stampers, Ultimate and Rare. There may be other issues with additional info as Rare and Ultimate are covered quite frequently in RG. --The1337gamer (talk) 18:37, 1 August 2017 (UTC)
- @The1337gamer, I am actually looking through this one right now. (I have some extra source research to post on the talk page later.) I've checked all the other features so if there's anything else, it's short blurbs. czar 18:40, 1 August 2017 (UTC)
Maher sources
editMy notes from the bibliography of Jimmy Maher's The Legend of Ultimate Play the Game—more about Ultimate than the Stampers:
- Your Computer of June 1983: brief; mentions four directors, general experience in arcade business, nothing specific
- Home Computing Weekly of August 9 1983: pagelong profile, more about company than brothers; worked in arcade field for 2.5 years, sold games to U.S. and Japan, used proceeds from selling arcade games to open Ultimate, Tim claims that their dev system is faster than that of the largest arcade company in the U.S., Carole Ward has a degree in graphic design, that John Lathbury and Chris are software engineers, "Ultimate never uses freelance programmers" [yeah, how many months will that last?], choice of Spectrum was economic—to finance dev system & make revenue fast, hq in cottage at The Green, "Timothy reckons that the company's turnover will be 'into the millions' by the end of its first years. Take off a proportion for poetic license [n.b. see above section on this talk page], and that's still a healthy figure."
- Popular Computing Weekly of
- August 18 1983: pagelong profile almost identical to the prev one above; "They began working as the design team of a major US arcade machine manufacturer—either Sega or Atari, Tim would not say which—over three years ago." "Ultimate became the first independent company to make the cross-over from coin-ops to micros." "Ultimate do not use freelance programmers." "Chris reckons the 32-bit multi-user system they use is as good as any of the custom-made systems in use by the big software dev companies in the US." some info on Ultimate's dev process (work as a group of four, multi-month plan, "variety" [really?] in their gameplay types
- November 10 1983: reader comment?
- Personal Computer Games of
- Summer 1983: quarter-page retread of previous refs, reads like repackaged PR for Jet Pac, Psst, & Cookie
- January 1985: short blurb on charts, comment from "Louise Stamper", so they're married by now? [Commodore User said otherwise?]
- Computer and Video Games of March 1986: ?; perhaps this was supposed to be used for chart rankings or something?
- The Games Machine of March 1988: 10-page interview on how Ultimate disappeared (typed up), biggest claims are repeated in other sources (Kean did this interview and the major Crash piece): Gunfright as their last game, Chris's preference for rural workplace, Chris regrets not doing Atic Atic II, room contents at Rare, "In many respects, in Britain Nintendo is still better known for its coin-op profile" (this is in 1988), "The Play Choice-10 Video System has been proving very successful in many pub sites around London",
- Retro Gamer #20: "A Rare Breed"—I've used this one before but forgot about it; mostly company history, little on the stampers apart from the kit Chris used to build his first PC
- Edge of September 1994: issue 12, not digitized?
- Commodore User of July 1985: two-page spread, photo of office facade, physical description of facade, here's some juice: some history with Associated Leisure & Zilec
- Next Generation of November 1995: blurb on 75 influential game devs; first western dev for Nintendo, otherwise more on Rare games than bio
All in all, a few details added to the article, but overall, I'd consider those details trivial. czar 20:39, 1 August 2017 (UTC)
GA Review
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- This review is transcluded from Talk:Stamper brothers/GA1. The edit link for this section can be used to add comments to the review.
Reviewer: Indrian (talk · contribs) 22:55, 30 July 2017 (UTC)
bygones
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I appreciate your efforts to improve the article on one of the most infamously reclusive duos in video game history, but as the article stands it is not even close to comprehensive, lacking even basic vital statistics about the subjects. I am well aware some of this material does not exist in reliable sources at this time, but I don't see how we can promote this article in good conscience absent better biographical information on the subjects. As such, I am going to quick fail this nomination on the grounds that it is a long way from fulfilling the "broad in coverage" criteria for good articles. While this is a lesser standard than the comprehensiveness requirement of FA, the lack of any information on their early lives, the lack of coverage of their personal contributions to the industry outside of founding certain influential companies, and the frequent conflation of company history with personal history feel like significant issues that may be difficult -- if not impossible -- to correct through currently available sources. With luck, the Stampers and their closest confidants will one day end their silence, and we can give them the biography they deserve. Indrian (talk) 22:55, 30 July 2017 (UTC)
I do see your point though after looking over a few more GA biographies. I still feel pretty strongly, but I can admit I am a bit out of step with consensus here. Tell you what, why don't we let bygones be bygones and I will give it a full review based on currently available sources with the aim of passing after any minor concerns are met. Indrian (talk) 22:26, 1 August 2017 (UTC) |
Reinstated Review
editIt might take me a couple days to get back to this, but let's get this article promoted. Indrian (talk) 13:37, 2 August 2017 (UTC)
Okay, let's get this started.
Lead
edit- Looking at other biographical articles of video game personalities, I notice that they are first defined by their profession or training and only then defined by the companies they formed. It strikes me a little odd therefore, that the first sentence of this article goes straight to Ultimate ad Rare. Perhaps something like "The Stamper brothers—Chris and Tim Stamper— are a programmer and an artist who found the British video game companies Ultimate Play the Game and Rare." That's not necessarily perfect, but you get the idea. Also, and I know this is really nitpicking, it makes more sense to list Chris first rather than Tim as I did above since he is not only the older sibling, but also the prime mover in getting the brothers into the video game business.
- I considered this, but the sources more often named Tim first. I imagine it was primarily because Tim was the more public half of the duo (and secondarily because it's the more mellifluous choice). The order makes the introduction slightly more annoying, but I think it's the better option for adhering to the source precedent. As for their roles, they're explained in the third sentence, which I think should be sufficient. They're best known for their roles as "founders", hence its prominence in the first sentence. Their roles as programmer/designer are secondary, as follows by their placement. ♔
- That's fine, I looked a little further and having a profession first is far from universal, so the placement makes sense. I don't really agree on the naming order, but I also don't care all that much; certainly not going to fight about it or threaten to fail the article over it. Indrian (talk) 16:02, 10 August 2017 (UTC)
- I considered this, but the sources more often named Tim first. I imagine it was primarily because Tim was the more public half of the duo (and secondarily because it's the more mellifluous choice). The order makes the introduction slightly more annoying, but I think it's the better option for adhering to the source precedent. As for their roles, they're explained in the third sentence, which I think should be sufficient. They're best known for their roles as "founders", hence its prominence in the first sentence. Their roles as programmer/designer are secondary, as follows by their placement. ♔
- "They enjoyed a Beatles-scale fandom in the 1980s" I understand the analogy Business Week was drawing here about relative popularity in their given fields, but that is different from stating they actually had a Beatles-scale fandom in truth. Not even Shigeru Miyamoto has a Beatles-scale fandom; that's a whole other scale of popularity.
Ultimate
edit- I have one more source for you to add just a little more meat to the article. Popular Computing Weekly did a profile on Ultimate in August 1983 that includes a rare Stamper interview that explains why the brothers transitioned out of the coin-op field and into home computers. Its not much, but it will smooth out the article a little bit.
- I had addressed this source at Talk:Stamper_brothers#Maher_sources—it does have a few more technical elements, but I think the transition is already sufficiently explained as having switched to the more profitable market (the details are more company history than personal bio) ♔
- See, I think that misstates things a little. They moved on because they did not feel a small company could compete in the arcade market anymore due to the adoption of more expensive technology. I would express it that way myself. Indrian (talk) 16:02, 10 August 2017 (UTC)
- That's how that one source put it, but the other sources just say that Ultimate thought Speccy dev would be more lucrative, not necessarily that they were edged out by arcade tech. So I don't want to inappropriately bound the transition (same as why I didn't go into the decline of the Spectrum market in the founding of Rare) as anyone interested in the company history has the dedicated articles ♔
- See, I think that misstates things a little. They moved on because they did not feel a small company could compete in the arcade market anymore due to the adoption of more expensive technology. I would express it that way myself. Indrian (talk) 16:02, 10 August 2017 (UTC)
- I had addressed this source at Talk:Stamper_brothers#Maher_sources—it does have a few more technical elements, but I think the transition is already sufficiently explained as having switched to the more profitable market (the details are more company history than personal bio) ♔
- "The brothers each had a strong sense of what made a game good" - That's a solid sentiment, but clumsily written. I think we can do better than "made a game good."
- "but their Howard Hughes-style reclusiveness was the subject of derision from other UK developers who otherwise greatly respected their work." - As with the Beatles thing, this is a little over the top. Until we find the Stampers' secret stash of urine jars, we are not really approaching Howard Hughes on the eccentric recluse scale. They just refused to grant interviews. The overall sentiment is fine, just lose the Howard Hughes reference.
- They made their career on their reclusiveness, more so than possibly anyone else in the industry, and I think the source's comparison with HH is apt. A comparison doesn't imply that the brothers were HH, but that they were known for their reclusiveness akin to HH. ♔
- HH avoided everybody; the Stampers just avoided the press. Its really completely different. I do see you removed it though, which I appreciate. Indrian (talk) 16:02, 10 August 2017 (UTC)
- They made their career on their reclusiveness, more so than possibly anyone else in the industry, and I think the source's comparison with HH is apt. A comparison doesn't imply that the brothers were HH, but that they were known for their reclusiveness akin to HH. ♔
- "As Nintendo transitioned to the Super Nintendo Entertainment System in the early 1990s, Rare invested in Silicon Graphics computers and prototyped full computer-generated imagery rendering." I may be wrong, but I believe the company invested in Silicon Graphics computers because they were going to work on games for the N64, the hardware of which was built by Silicon Graphics. The DKC development was a happy accident of this investment.
- The timeline sounds right, but I don't have a source that connects the dots. [1] implies that the SGI workstation was for N64 development and Kent (p. 461) writes about how the SGI pre-rendered SNES demo was done overnight at request from a visiting Nintendo engineer, but no one goes so far as to say that the SGI workstation was never for SNES development, as who knows what Rare had in mind. (This is also to say that the point pertains more to the company's history than the brothers'.) For what it's worth, the other sources[2][3][4][5] don't retrofit N64 considerations into Rare's motivation and (justly) say that SGI made powerful computers that Rare would have wanted anyway. ♔
- That's all fine and good, and I don't disagree, but I think we should remove "As Nintendo transitioned to the Super Nintendo Entertainment System" from the opening sentence just to stay in line with the sources. Phrasing that way implies they were purchased for SNES development, and we cannot really say one way or the other from available sources. Indrian (talk) 16:02, 10 August 2017 (UTC)
- I've removed "as" to make it less inferential, but the source supports the time period and the signposting helps the reader anticipate the paragraph ♔
- I decided to be bold and alter this myself. By highlighting the move to the SNES in the introductory clause of the topic sentence of the paragraph, the article is forging an explicit link between the launch of the SNES and Rare's purchase of the workstations. While this link may exist, the sources are unclear, and we should therefore tread carefully. Providing the time frame still gives context to the paragraph. Indrian (talk) 14:16, 17 August 2017 (UTC)
- I've removed "as" to make it less inferential, but the source supports the time period and the signposting helps the reader anticipate the paragraph ♔
- That's all fine and good, and I don't disagree, but I think we should remove "As Nintendo transitioned to the Super Nintendo Entertainment System" from the opening sentence just to stay in line with the sources. Phrasing that way implies they were purchased for SNES development, and we cannot really say one way or the other from available sources. Indrian (talk) 16:02, 10 August 2017 (UTC)
- The timeline sounds right, but I don't have a source that connects the dots. [1] implies that the SGI workstation was for N64 development and Kent (p. 461) writes about how the SGI pre-rendered SNES demo was done overnight at request from a visiting Nintendo engineer, but no one goes so far as to say that the SGI workstation was never for SNES development, as who knows what Rare had in mind. (This is also to say that the point pertains more to the company's history than the brothers'.) For what it's worth, the other sources[2][3][4][5] don't retrofit N64 considerations into Rare's motivation and (justly) say that SGI made powerful computers that Rare would have wanted anyway. ♔
Rare
edit- "Chris Stamper continued to code for the company through the mid-90s, also when he became engaged." The last part of the sentence needs to be rewritten. I assume this means he was engaged to be married? If so, that should be explicit.
- I think this is still awkward, coming as a bit of a non sequitur. Also, if we are only able to say he became engaged without being able to follow up with info on his marriage, leaving this in just begs the question of what happened next. I am taking it out for now, but feel free to put it back if you can think of a way to integrate the info a little better. Indrian (talk) 14:55, 17 August 2017 (UTC)
And that's it to start. I will probably have a few more comments after these initial concerns are met. We're getting close though, so I will place the article On hold while these issues are addressed. Indrian (talk) 15:45, 7 August 2017 (UTC)
- Thanks for the review! I've addressed the above czar 16:07, 9 August 2017 (UTC)
- @Czar:Looking good. I have added comments to a few of your comments. We are very close Indrian (talk) 16:02, 10 August 2017 (UTC)
- @Indrian, courtesy ping czar 15:51, 16 August 2017 (UTC)
- @Czar:I made a few more edits to the article to clean up some grammar and remove some questionable material from a couple of the more confused sources, and I think we are pretty much done. Before I promote though, I want to see if you can think of any images to add to the article. The GA criteria prefers having something in this area, though its not a strict requirement if its really not possible. Indrian (talk) 15:01, 17 August 2017 (UTC)
- The only relevant images I can even recall are the ones from the 1988 Games Machine interview, sometimes reprinted elsewhere. I don't know whom to contact about getting those images released under a free license: i.e., where to find photographer "Cameron Pound", if Games Machine doesn't hold the copyright itself, in which case, who owns Game Machine's intellectual property to make that release? Britain also has an unusually high threshold of originality for logos, so that's a no go too. I had thought about it, and didn't find other significant media by a third party to use as illustration. czar 16:08, 17 August 2017 (UTC)
- That's fine. I'll go ahead and promote then. Well done! Indrian (talk) 16:49, 17 August 2017 (UTC)
- The only relevant images I can even recall are the ones from the 1988 Games Machine interview, sometimes reprinted elsewhere. I don't know whom to contact about getting those images released under a free license: i.e., where to find photographer "Cameron Pound", if Games Machine doesn't hold the copyright itself, in which case, who owns Game Machine's intellectual property to make that release? Britain also has an unusually high threshold of originality for logos, so that's a no go too. I had thought about it, and didn't find other significant media by a third party to use as illustration. czar 16:08, 17 August 2017 (UTC)
- @Czar:I made a few more edits to the article to clean up some grammar and remove some questionable material from a couple of the more confused sources, and I think we are pretty much done. Before I promote though, I want to see if you can think of any images to add to the article. The GA criteria prefers having something in this area, though its not a strict requirement if its really not possible. Indrian (talk) 15:01, 17 August 2017 (UTC)
DOB
editWP:DOB states that "Wikipedia includes ... dates of birth that have been widely published by reliable sources, or by sources linked to the subject such that it may reasonably be inferred that the subject does not object". While I understand that some journalistic articles have been published with their approximate year of birth (as discussed here), and as such certainly stating "b. 1961" would be suitable, I don't think that it can be inferred that the subject/s do not object to the source Companies House—while reliable, it is an official government website that discusses the information of private citizens, and as such doesn't really have a place on Wikipedia as a written source. However, I could be incorrect in my judgement, and am happy to be convinced otherwise. Thanks in advance. – Rhain ☔ 07:51, 18 August 2017 (UTC)
- I'm fine with how I originally had it ("b. c. 1959", age inferred from year of reliable, secondary source minus stated age), so I imagine others might have stronger opinions than I, but isn't the point of Companies House to make public records on finances and ownership stake? Would it be preferable to use it to clarify/supplement the secondary source that provided the "circa" date? czar 15:31, 18 August 2017 (UTC)
- I see your point that Companies House makes public records on finances and such, and I was initially hesitant to comment in the first place because of this. Some public records can certainly be seen as an invasion of privacy, however—I've seen some editors use FamilySearch to cite birth dates, a site that uses public records to collate full names, birth dates, and often even addresses, which is the ultimate invasion of privacy. In saying that, Companies House only lists the month of birth, and uses the information to relate the individuals to the company they own/ed or founded, so it's not entirely invasive, and I certainly see the argument for its inclusion on Wikipedia. Thanks for getting back to me. – Rhain ☔ 08:05, 19 August 2017 (UTC)
- On the same page you linked, different section, WP:BLPPRIMARY is even more explicit about not using public records as a source. As the ages but not years are reported in other sources, I'm going to pare down the DOB mention to just the year (rather than month+year) to (1) avoid the ambiguity from providing a year range (based on age at time of publication) while (2) respecting the privacy of the full dates not being public. Open to feedback czar 02:39, 24 August 2017 (UTC)
A Commons file used on this page has been nominated for deletion
editThe following Wikimedia Commons file used on this page has been nominated for deletion:
Participate in the deletion discussion at the nomination page. —Community Tech bot (talk) 03:56, 21 November 2018 (UTC)
Dingo arcade game
editTim Stamper worked on Dingo, an arcade game from 1983 by Jaleco. Source: https://twitter.com/intimsworld/status/619431674091302912 Archived link: [6] --Mika1h (talk) 12:32, 23 November 2019 (UTC)