At the time of writing, Issue 97 of Retro Gamer is still available at the Imagine Publishing shop
https://www.imagineshop.co.uk/retro-gamer-issue-97.html
"The production team didn't always appreciate how smart Clem was at the time. We approached games as if they were artworks, often at the expense of any commercial sensibilities. He was also dogged, staying around during the programming marathons when projects threatened to jeopardise the company with their over-runs. As a former engineer he would keep coders going by patiently going through every routine and questioning how they worked. My lasting memory of him is his constant demands for printouts strewn over tables - "This was how Zilog made theZ80" he would say."
Ian Ellery (Production Manager)
"Ian Ellery showed the power of being economical. He would design games with a few gestures on scraps of paper. These would be enough for artists and programmers to develop their products and his understanding that "no idea=no game" earned him a new motorbike within a few months of joining."
Mike Hodges (General Manager)
"We used to call him "Codges - your Codges, my Codges" and he did much better for himself as a project co-ordinator than an production staff. He was very affable and would press rather than pressurise - sometimes wryly, but always unthreateningly - and this easy-going, yet focused, manner facilitated the good working relations necessary for Clem's ambitious expansion program in 1987."
Paul Stoddart (Programmer)
"Paul was the anchor man right up to the end production in 1988. Whenever projects were in trouble, he pulled them through, whether by taking on a conversion no-one else was available for or rescuing projects that were in trouble. It was this indefatigability coupled with no-one ever witnessing him eat or sleep that gave rise to his Kraft-werkian nickname of "Android"! His project list is long and impressive, including Blade Runner (Spectrum, plus one half of the C64 version), Rocky Horror Show and countless smaller contributions such as plumbing the digitised images to Rod Pike's text adventures.
Paul's final project was a beat-em-up called "I, Ludicrus" which was starting to show off Jon Law's graphics properly - alas, CRL folded, so we'll never know what could have been."
Jay Derrett (Programmer and music composer)
"Jay was responsible for most of the (mainly C64) music for CRL. His schedule was so crammed that we (including Jay himself!) would sometimes do impersonations that mocked the generic quality to his music. His commercial savvy marked him apart from the rest of us. Most coders at the time stayed in the build-it-from-the-ground-up generation whilst he moved on to the emerging vogue of not re-inventing the wheel every time. This approach fitted perfectly into the distribution arrangement we had with Electronic Arts, which had a contractual requirement on us to supply 10 SKU's (single title on a single format) per month. Jay took this pragmatic approach with him as he left to join a broker in the City as an engineer in the newly emerging world of LAN technologies."







