Chloe Haynes, 21, was found dead in her Adelphi Hotel room in 2022
Husna Anjum Senior Live News Reporter and Ben Haslam
20:20, 15 Apr 2026Updated 20:21, 15 Apr 2026
A city council will take Britannia Hotels to court after a 21-year-old woman was found dead in her room.
Liverpool City Council announced the legal action after the body of Chloe Haynes was found at Adelphi Hotel.
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The tragic discovery was made in the early hours of September 10, 2022 LiverpoolEcho reports. Three men were arrested on suspicion of murder but were released without charge when police concluded her death was accidental.
In the months that followed, the local authority’s Environmental Health department launched an investigation, with a source telling the ECHO in 2023 a criminal prosecution remained a possibility. The investigation has concluded and the council is set to prosecute the company.
It is understood proceedings are being brought against two Britannia Hotels companies over alleged health and safety breaches. Proceedings are believed to start on May 7 at Liverpool Magistrates’ Court.
It remains unclear as to what the details of the case are and the ECHO has contacted the court service for more information. A spokesperson for the council confirmed to the ECHO proceedings are due to take place.
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A spokesperson for Britannia Hotels said: “We can confirm that Liverpool City Council has initiated legal proceedings in relation to the Adelphi Hotel and we are fully cooperating with the legal process. Our sympathies remain with the families and loved ones of those involved.
“As this matter is now before the courts, it would be inappropriate for us to comment further at this time.”
Chloe’s mum, Nicola Williams, said at the time of her daughter’s death she is determined to find every detail of how the “petite and beautiful” girl she nicknamed “birdy” died. Chloe, who had a twin brother and three other siblings, had travelled to Liverpool from Hafan y Mor Haven Holiday Park in Pwllheli, North Wales, where she worked, for a night out.
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She was sharing a room at the city centre hotel with her colleague who found her body and raised the alarm.
Miss Williams, from Wrexham, told the ECHO: “Chloe left Pwllheli around 7.40pm and they went to the Adelphi, there was some sort of engagement party or something. By midnight, she had been drinking shots and so on and she was a bit drunk, so her friend has taken her back to the hotel to sleep it off and then he’s gone back out.
“It seems she has got up out of the bed confused, not knowing where she is, and she’s opened the door of the wardrobe maybe thinking it is the toilet or the door to go back out of the room. It was a big, old, heavy wardrobe and it’s fallen on her and crushed her windpipe.”
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Miss Williams said Chloe’s friend returned to the room in the early hours of the morning and was confronted with the horrific scene. She said he shouted to get help and two men from other rooms came to help lift the wardrobe off Chloe but it was too late to save her life
It was those three men who were initially questioned over Chloe’s death by police. One of the men, Wayne Kenny from Bootle, told the ECHO how he was stunned to be arrested on suspicion of murder after trying to perform CPR on Chloe.
Shortly after Chloe died Mr Kenny told the ECHO: “I was thinking could I get accused for something I haven’t done, could they make a mistake? To be thinking that for ten hours was hard work.”
Speaking about her loss, Miss Williams said: “She loved animals. She had a little dog called Archie she was obsessed with.
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“There are so many photos of them together. My little nickname for her was birdy.
“She was so petite and little and when she ate she was like a little bird. She was quiet, she was somebody who didn’t speak unless it needed saying.
“But in the last 12 months she was coming out of her shell. She was gaining her confidence and she had a wide circle of friends.
“She was kind and caring and she seemed to connect with gay men and that was how she met the friend she went to Liverpool with.”
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Following Chloe’s death, Liverpool Council carried out spot checks on the premises and on September 22, issued prohibition notices to Britannia Hotels regarding the safety of the wardrobes found in Chloe’s room. The spot checks also found issues regarding the windows at the hotel.
While not required by law, where window restrictors are in place to prevent falls, they must be kept in good condition. Britannia appealed the notices regarding the safety of wardrobes and the council agreed to drop them after seeing evidence that work had been carried out to make them safe.
The company dropped its appeal against the notice regarding windows and that was affirmed.
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The Banks Group, first formed commercial ties with the club more than three decades ago and continues to play a key role in its growth and development.
Its sponsorship includes naming rights to the Banks Homes Riverside Stadium in Chester-le-Street and branding on the men’s, women’s and junior pathway teams’ kits.
Harry Banks OBE DL, chairman and chief executive at the Banks Group, said: “The start of a new cricket season is always a landmark time in our business year and the connection with our 50th anniversary celebrations makes this season an especially important one for us.
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“We’ve been part of the Durham Cricket story for over 35 years and are looking forward to seeing all the club’s teams and players succeeding through the summer.”
Founded in Tow Law in 1976, Banks first backed Durham Cricket before it achieved First Class county status.
The company sponsored the under-19 team in 1989 and later helped the club gain First Class status after a 70-year wait.
Banks has long supported junior cricket development, helping to create the nursery ground at the Riverside and sponsoring boys’ and girls’ age group teams for many years.
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Russ Hall, managing director at Banks Homes, said: “Our partnership with Durham Cricket has helped to increase our brand visibility as we’ve expanded our portfolio of high-quality residential developments across the North East and Yorkshire, and we’re excited to be taking our place for a new season at the iconic Banks Homes Riverside ground.”
The company’s support for cricket extends well beyond Durham.
Banks has invested in grassroots cricket throughout the North East by sponsoring league and cup competitions and providing grants to clubs.
It recently renewed its sponsorship of the North East Premier League, a partnership that dates back to the league’s formation 27 years ago.
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Banks has also sponsored Northumberland County Cricket Club for the past eight years, with the team wearing the Banks Homes brand in National Counties Cricket Championship matches.
Tim Bostock, chief executive at Durham Cricket, said: “It is great to celebrate our second year with Banks Group as Durham’s principal partner.
“Banks Group has been a long-term partner of Durham Cricket who have supported us for over 30 years, and it is fantastic to continue to work alongside the group.
“Banks Group is a progressive, community-minded partner that aligns with our Northern culture, sharing our passion for community spirit and cricket.
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“Everyone at the club is excited about the coming years, in what is an exciting time for English cricket, as we continue to move forward both on and off the field.”
The Trump administration has shared renderings for the proposed gold-accented giant victory arch, dubbed by some as the “Arc de Trump”.
The structure is planned to be roughly 250 feet (76.2 meters) tall – one foot for each year since the United States’ independence. Its height would make it more than twice as high as the Lincoln Memorial, which is right across a landmark bridge from the arch’s proposed location. It would be the tallest triumphal arch in the world.
BBC’s Ione Wells explains why the plan is controversial.
The two teenagers accused of the murder of Baye Bireme Fall will face court on Thursday (April 16)
Two teenagers have been charged with murder in connection with the stabbing of a teenage boy in Peterborough on Sunday (April 12). Baye Bireme Fall died after an attack just before 7pm near the Orton Centre, but was pronounced dead just before 9.30pm in hospital.
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Emidas Krutkevicius, 18, of Garton End Road, Peterborough, and a 15-year-old boy from Peterborough, who cannot be named for legal reasons, are accused of murdering 16-year-old Baye.
Both teenagers have been remanded and are due to appear at Huntingdon Magistrates’ Court on Thursday morning (April 16).
A post-mortem examination carried out at Peterborough City Hospital on Wednesday concluded Baye had died from a single stab wound.
Anyone with information about the murder is urged to report it via an online reporting portal or via 101, quoting Op Whitby. They can also contact Crimestoppers, anonymously, on 0800 555111 or online.
An urgent safety notice was issued last year for a range of tumble dryers manufactured by Haier, and those also sold under the Baumatic, Candy, Caple, Vacuum, Iberna, Lamona and Montpellier brands.
The Office for Product Safety and Standards (OPSS) has now announced that a national remedial programme is under way to make the appliances safe.
In a statement the regulator said: “The UK manufacturers have initiated a modification programme for products in scope of the safety issue.
“The companies will visit every home containing affected tumble dryers and make them safe.
“OPSS is urging all affected members of the public, including those unsure whether they are impacted or not, to check the model links and contact the manufacturer.”
A Product Safety Report page has been produced for each product, available via the OPSS website, which provides further information on the affected models, the risks presented by the product, and corrective action.
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According to the alert, the products present a risk of fire as it is possible for an internal short circuit to occur within the tumble dryer during normal use.
This can cause the tumble dryer to ignite, causing a fire.
The OPSS said the products did not meet the requirements of the Electrical Equipment (Safety) Regulations 2016.
Consumers can contact 0808 178 0516 for further information or visit Product Safety – Haier Europe online.
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Following a brilliant first-half to the season, Arsenal appear to be stuttering towards the finish line, winning just one of their last five games in all competitions.
But former England star Cole still believes Arsenal fans should be ‘very confident’ about their chances of overcoming Atletico Madrid and reaching the Champions League final.
‘Arsenal fans should be very, very confident,’ Cole said on TNT Sports. ‘They always knew they were on the better side of the draw.
Mikel Arteta during Arsenal’s clash with Sporting (Picture: Getty)
‘The Premier League is one entity but I think they will turn up against Sporting and perform and get through.
‘A semi-final against an Atletico Madrid team that we saw tonight, Arsenal are a lot stronger than so many different areas.
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‘The only thing that Atletico Madrid have got over them is experience but I still think the double is on for Arsenal, I really do.
Atletico Madrid boss Diego Simeone (Picture: Getty)
‘It will be chaos but Arsenal can’t be gentlemen in a game like that. There will be dark arts from Atletico so Arsenal need to manage that.’
Arsenal beat Sporting 1-0 in Lisbon last week courtesy of Kai Havertz’s injury-time goal and that proved to be enough to send the Gunners into the semi-finals of the Champions League.
Speaking after the victory over Sporting, Gunners boss Arteta said: ‘It’s a massive moment. To be part of those four teams is great work.
‘It’s a great night. I’m very happy for all our people. We are making steps that haven’t been done at this club for 140 years [back-to-back Champions League semi-finals].
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‘You have to earn it. You have to go through a lot of work. Gratitude to the players.’
On Arsenal’s semi-final opponents Atletico Madrid, Arteta added: ‘I watched them yesterday – that stadium is special.
‘Those are the moments we want to live together as a team right now, so enjoy tonight. Tomorrow we will start to prepare for the weekend and then we will think about that.’
Arsenal’s Gabriel Martinelli also discussed the semi-final tie against Atletico Madrid, telling reporters: ‘We played them in the group stage but this will be a completely different game.
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‘We have to earn the right, we have to do things right in the game as well. Let’s keep it up and try to win both games.’
Arsenal, sitting six points clear at the top of the Premier League, face title rivals Manchester City in a huge clash on Sunday.
A California attorney who aided President Donald Trump’s efforts to overturn the 2020 presidential election results has lost his license to practice in the state.
The California Supreme Court on Wednesday ordered John Eastman disbarred and his name stricken from the state roll of attorneys. It caps a yearslong effort by the state bar to strip Eastman of his law license after he developed a legal strategy to have then-Vice President Mike Pence interfere with the certification of Joe Biden’s presidential victory.
A judge for the State Bar Court of California in 2024 recommended that he lose his California law license. Eastman argued he was being punished for simply giving legal advice.
George Cardona, chief trial counsel for the State Bar of California, said the decision follows clear evidence that Eastman “advanced false claims about the 2020 presidential election to mislead courts, public officials, and the American public.”
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“The Court’s order underscores that Mr. Eastman’s misconduct was incompatible with the standards of integrity required of every California attorney,” he said.
Eastman’s attorney, Randall Miller, said the decision “raises pivotal constitutional concerns” and that they plan to seek review in the Supreme Court.
The ruling, he said in a statement, “departs from long-standing United States Supreme Court precedent protecting First Amendment rights, especially in the attorney discipline context.”
Jonathan Schott, professor of neurology and group leader of the UK Dementia Research Institute at UCL, said: “By combining studies of different drugs, many of which have long since been disbanded, several of which had little or no effects on beta-amyloid, and most of which have failed in randomised clinical trials, it is almost inevitable that the conclusion will be that as a group they are clinically ineffective.”
While businesses continue to trade and many are investing in people, they are doing so in an increasingly challenging environment.
Claudia Savage Press Association
00:01, 16 Apr 2026
Growth in Northern Ireland’s economy “remains weak and uneven”, a new report from the NI Chamber has said.
In the run-up to the US and Israel’s war with Iran which has raised energy prices and pushed inflation figures worldwide, Northern Ireland was “holding up but failing to build sufficient momentum to support stronger growth”.
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The Quarterly Business Insights report from NI Chamber and Queen’s University Belfast did say that while most key indicators remain “marginally positive”, meaning slightly more firms report improvement than deterioration, margins “remain narrow and have not strengthened”.
Around 72% of firms surveyed for the report describe some level of profitability, indicating that most businesses remain in positive territory, however this is largely driven by moderate rather than strong performance.
Suzanne Wylie, chief executive of NI Chamber, said that while businesses continue to trade and many are investing in people, they are doing so in an increasingly challenging environment.
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“This report confirms that even before the recent escalation in the Middle East, businesses in Northern Ireland were operating in a fragile, low-growth environment,” she said.
“We stand ready to work in partnership with the UK Government to best understand and support businesses through this challenging period.
“At the same time, the Northern Ireland Executive must not lose sight of the long-term structural issues firmly within its control, starting with putting Northern Ireland on a credible path to financial sustainability through a comprehensive review of public spending.
“At the same time, we urgently need progress on the long-standing barriers to growth that continue to hold back investment, particularly skills, planning, and wastewater capacity constraints that are preventing development right across Northern Ireland.”
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She added: “Businesses want to see an agreed, long-term economic plan that provides clarity, certainty and direction, and which we can all get behind.”
The report found only 10% of firms reported high profitability in the first quarter of 2026 while the largest share (44%) reported moderate profitability, pointing to an environment where firms are trading, but not strongly.
Cost pressures remain firmly embedded and price balances are still clearly positive across manufacturing and services, indicating continued cost pass through, particularly for labour costs, and as a result, margins remain under pressure despite broadly positive activity indicators, it found.
The report further highlights that business confidence remains positive but eased slightly in Q1 and investment intentions are positive but cautious.
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Recruitment activity strengthened in the first few months of the year but the report says this is not translating into stronger employment growth.
Recruitment difficulties are extremely elevated, with 100% of manufacturers and 77% of services firms reporting difficulties in filling vacancies.
Richard Ramsey, professor of practice at Queen’s Business School, said results from the first part of the year “point to an economy that is proving resilient, but where weak demand, persistent cost pressures and severe labour market constraints continue to limit momentum”.
“Northern Ireland’s relative UK performance increasingly reflects resilience rather than strong growth,” he said.
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A total of 180 businesses responded to the Quarterly Business Insight Survey for Q1 2026, representing almost 41,000 employees across Northern Ireland.
A UK Government spokesperson said: “We have the right plan for building a stronger and more resilient economy.
“We are cutting the cost of living, and creating the conditions for growth and investment in every part of the United Kingdom.
“Northern Ireland is directly benefiting, with this Government investing a record £19.3 billion settlement, with almost £390 million in additional funding to the Executive over the Spending Review period, including £231 million in 2026-2027.
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“This is money the Executive can use to deliver transformation of public services, fiscal stability and economic growth.”
Arsenal reached the Champions League semi-finals after a 0-0 draw with Sporting, but suffered an injury blow ahead of Sunday’s crucial title race clash with Man City.
Mikel Arteta has given an update on Noni Madueke ahead of Arsenal’s huge clash at Manchester City on Sunday. The 24-year-old winger was forced off during the second half of Wednesday night’s goalless stalemate with Sporting after a knee-to-knee collision with Pedro Goncalves.
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Madueke required treatment on the pitch before eventually getting back to his feet. The England international, who was replaced by Max Dowman, hobbled off the field and initially took his place on the bench.
He subsequently made his way down the tunnel, only to return to the dugout shortly afterwards. After the final whistle, Madueke appeared to be moving rather tentatively while speaking with Bukayo Saka and Jurrien Timber, both of whom had been absent from the match through injury.
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Addressing reporters at the Emirates Stadium on Wednesday evening, Arteta confirmed that the former Chelsea man had picked up a knock. The Arsenal manager said: “I don’t know, it was something in his knee so we had to take him off.”
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Speaking to TNT Sports ahead of his press conference, Arteta was full of admiration for his squad. The Spaniard said: “A lot of work. Big gratitude to the players. In the last 15, 20 minutes, we controlled the game really well.
“We controlled the transitions very good. It’s a great night. I’m very happy for all of our people. Yes, it was always going to be [a difficult game]. We had moments in the first half where we probably should have scored.
“There are moments with the ball where we have to improve a lot, to have more control, dominance, and finish much more actions. Our behaviours, attributes, efforts – the team was outstanding and that’s what takes you through.
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“It comes down to making the last step. We are making steps that haven’t been done for 140 years so the players deserve credit. What I love is the ownership the players took after the defeat here against Bournemouth.
“They said things face-to-face and they acted on it. In the dressing room you can say beautiful things, but you need to act on it.”
Elsewhere, Declan Rice moved to dismiss suggestions that Arsenal are buckling under the weight of expectation. The Gunners midfielder said: “I’m delighted. I’m so, so happy. We now want to go one step forward than last season and get to the final.
“Frustrating? No… we’ve just got to another semi-final. Who cares what people think. No frustration, positivity all the way. I’m delighted. Of course, you want to be able to score goals, but most teams that come here, we play against 5-4-1 every time.
“The space ain’t there, and that’s the actual truth. It’s up to us to break it down but we’re playing against top players, every week. Bring on the last few weeks. It’s a rollercoaster.
“No one’s going to hand you anything in this game. Our record this year’s been amazing, all competitions. We’ll be ready for [Sunday], ready to go, and how much do you want it? I know I’ll be ready, I know the boys will be ready, so let’s go.”
Arsenal face City at the Etihad Stadium on Sunday afternoon in what promises to be a potentially pivotal clash in the title race. With Bukayo Saka still sidelined, Arteta will be hoping Madueke makes a swift return to fitness.
1983 smash hit Chuckie Egg is being remade for mobile phones, and we’ve spoken to the bedroom programming teen protégé that originally made it.
It’s always sobering to realise that what counts as retro gaming is constantly changing. Although there’s no official definition, it was recently suggested that the Xbox 360 and PlayStation 3 are now definitely retro, being over 20 years old and two generations ago. Some might insist they still don’t count but there’s no arguing about the 8-bit era of the ZX Spectrum and Commodore 64, which is now well over 40 years ago.
Although there are some games from that period that are still active today (Donkey Kong launched a year before the Spectrum itself) most are not, especially anything that was developed in the UK – as a majority of Spectrum games were. 1983 was the start of the video game crash in the US but that didn’t affect Japan or Europe. At that point though the NES was still three years from release in Europe, so at that time the video games industry consisted almost solely of coin-op games and 8-bit home computers.
That year, the best-selling games on the Spectrum included text adventure The Hobbit, Jetpac from Ultimate Play the Game (later to be renamed Rare), seminal platformer Manic Miner and… Chuckie Egg by Nigel Alderton. Back in the days when a game being made by a single person was the norm, he developed the game as a teenager, in his bedroom, and saw it hog the number one spot for much of the year.
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Nowadays you have to be of a certain age to even remember the name Chuckie Egg, especially as it only had one sequel – that was not made by Alderton and was a very different style of game, more similar to Manic Miner sequel Jet Set Willy. The original, though, unlike so many games from the period, is still very playable today.
It’s a single screen platformer where you have to collect eggs before a timer runs out. You’re pursued by chickens, with all of you attempting to pick up piles of seeds along the way – which if you get to them first will slow the timer. After the first eight levels the giant bird in the top left of the screen escapes and also pursues you, as the levels get harder and harder.
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It sounds simple, and it is, but what made it such a hit is the smoothness of the controls, which were much more akin to a coin-op than most computer games. Initially released on the Spectrum, BBC Micro, and Dragon 32/64, it was later ported to the Commodore 64, Acorn Electron, MSX, Amstrad CPC, and a variety of other now forgotten computer formats. It subsequently appeared on the 16-bit Amiga and Atari ST, as well as MS-DOS, but never on any console.
Like so many games of the era that means it’s largely been lost to time, increasingly forgotten by British fans and completely unknown to most American and Japanese gamers. However, Chuckie Egg has now been recreated for mobile and is available to pre-order now on iPhone and iPad, and Apple TV, for a one-time, ad-free fee of £2.99. It includes both a version of the original and a modernised edition that twists the camera angle to give it a 2.5D look.
The launch this week also gave us a chance to interview Nigel Alderton, as we discussed his memories of the 8-bit days, how he came to make the game, and what he thinks of the video games industry today.
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GC: Even though Chuckie Egg ended up on so many different formats, I still think of it as a Spectrum game. I think probably because it was a few years before I got a computer, a Commodore 64, and the port still looked a lot like a Spectrum game.
NA: I think that was Mike Webb, the Commodore one. Mike Webb wrote about 11 different versions of it, because I wrote the original one and then other people did the conversions. But Mike ended up writing some ridiculous number, I think it might have been 11.
The Commodore had hardware sprites, and you could move a lot around the screen, taking up very little CPU, but if you wanted to scroll the whole screen on the Spectrum that was quite an exotic thing to do. So, people stayed away from those if you’re designing a game for the Spectrum; quite hard to do.
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GC: As I understand it you were influenced by Donkey Kong and Space Panic, and I think Space Panic in particular can be regarded as the first ever platformer. So you’re talking the very early days of gaming and yet there was already an established scene with influential titles.
NA: I walked to school every day and there was a newsagent on the way, that had an arcade game. And so the first first one that I remember was Space Panic. And then at some point they had Scramble. They might have had Donkey Kong, but the very, very early arcade platform games. So if you look at Space Panic and Chucky Egg, side by side, the colours are embarrassingly similar. [laughs] I basically pinched them, but they work really well on the Spectrum, the high contrast purple and the green. But yeah, it was very early days, wasn’t it?
GC: So were you a keen gamer at that time? What were your first experiences of computing?
NA: We were lucky enough to have two or three computers at school. There was a teacher called Mr Bishop, who was very forward-looking, ’cause computers were just barely a thing at that time. And he managed to get the funds to get some Tandy TRS-80s. He commandeered a sort of broom cupboard and put these computers in there and I’d seen people wandering in out of the place with these glowing screens and wondered what the heck it was.
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So I used to just hang around and try and get onto them to try and type BASIC. And then I peed my parents for a ZX81. But I was always more interested in the writing. I never really played computer games very much at all. Played loads of arcade games. I used to put all my pocket money into the arcades, there’s an arcade in Stockport, which unfortunately was directly on my bus route home from my Saturday job.
So I’d earn my £7 working on the Saturday, get off and change buses at Stockport with the arcade right there. And many times all my money that I earned that day went into those damn machines. [laughs] But I never really played Commodore games or Spectrum games; I never played those sorts of games very much. Just arcade games.
Nigel Alderton back in his school days
GC: I’ve been playing the game and it’s… I wouldn’t call it easy but it’s not as vindictively unfair as a lot of games from that period and it doesn’t involve rote learning. From what you’ve just said I can totally see the arcade influence, where it’s not easy but it is a lot more fluid and accessible than a lot of computer games of the times, things like Manic Miner – which I know you’re not a fan of.
NA: Yeah, I’m not a fan of puzzle games. I much more enjoy games where it’s more about the dexterity rather than figuring out a puzzle. So, I was just writing a game that I would like to play. I can’t remember if that was a conscious thing or a subconscious thing. And also, I didn’t like games that I played where if one pixel of your character touches one pixel of a deadly thing, an enemy character, then you die. So I didn’t like the feel of that. I thought it was too unforgiving. So that was a deliberate choice.
But I think I could have made it easier, is that when you come to a ladder, you’re running on platforms, when you first start playing, it takes people a while to figure out that you have to hold the ‘up’ button as you get to the ladder to be able to run up. Watching people struggling with, they go to the left of the ladder and then press ‘up’ and then to the right and press ‘up’. It’s frustrating, but once you’ve got that knack I think it was quite easy to get into.
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GC: There’s a lot of games from that period where climbing that ladder would be a lot fiddlier than even that, but Chuckie Egg seems pretty smooth to me. Were you thinking of things like difficulty and accessibility when you were making it?
NA: Very much. I wanted to try and get progression, so that you would learn skills gradually. And so try and have a screen early on… the first screen, you don’t have to learn all the skills in one lump, and then you develop them over time. So on the first screen, you don’t really have to be able to jump off of a ladder and grab another ladder, for example. Or jump on the lift, you know? So I wanted to introduce things slowly.
And also, I wanted to be able to have as many new levels, where it was not the same as any previous level, without having to come up with new platform layouts every time. So hence, you do the first eight screens and that’s got the eight platform layouts, but then you go and do them again, and you get the bird coming out instead of the tall birds, and then you do ’em again, and you get the next eight and you do them again, and you get both, and so on.
So I was trying to have a progression, so it got got harder. There were other ideas that I never got to do because they were sort of breathing down my neck to say, ‘Come on! Get it finished, get it finished!’ [laughs] Because I would’ve gone on and just kept adding things to it, I think, if they hadn’t been getting me to do that. There were other things that could have been added to make it go on even further. But I think there’s something like, maybe 48 levels where it’s different each level and then after that it just repeats.
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The original version has aged surprisingly well (Elite Systems)
GC: I don’t think a lot of developers in those days, were thinking along those lines, which would certainly explain why it was so popular.
NA: Yeah. I also wanted it to be four players [consecutively, not at the same time – GC]. That probably comes from the arcade, when you’re hanging around with a bunch of people or watching one player play. You get the group dynamic of taking the mickey or saying ‘Well done!’ or whatever. The more the merrier.
GC: So what would you have done to the game if you’d had more time?
NA: I think the next thing might have been two birds coming out at the same time, but with with different movements. So one would move with a different algorithm. And then I think another one was getting bits of the platform to disappear. So you get the same platform layout, but just with the odd brick taken out… ’cause that wouldn’t take up much memory to do that or having to design a complete new level.
GC: I guess maybe there was a story in the cassette inlay or something, but did you have any kind of plot explanation in mind while you were working on it? Because it’s pretty abstract but it’s not completely surreal or random like some other games from the time.
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NA: I dunno. Because it’s all out scale, isn’t it? You know, the tall birds… I called them tall birds, but that was kind of an ostrich type thing. But then the bird that comes out of the cage is ridiculous size, isn’t it? Compared to that. There’s a sort of narrative, but it’s a bit messed up. But it is more to do with what I would… because I’m hopeless at graphics. I can do the programming, but I can’t make a pretty picture.
So it was just what was easy to draw. And the square hat came from the fact that I didn’t want pixel collision, I wanted it to be based on a softer collision detection, the collision had to be a roughly a square shape. So the hat kind of makes him visually more square.
GC: So it becomes the hit box?
NA: Yeah, so it’s a trade off between the limits of my coding ability and the limits of my graphics ability. [laughs] And then they [publisher A&F Software] called him Hen-House Harry. They came up with the name Chuckie Egg and tried to create a bit of a narrative, I think, but they were almost random characters that I was drawing.
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Nigel tasted success early
GC: Who was the publisher? They were all northern companies back in that day, weren’t they? There were very few that were down south.
NA: Yeah, there was a lot up North and a few in Birmingham, and then there was a couple in Liverpool and then a few in London. But all the magazine publishers were down in London, but all the developers and the game creators were sort of spread all over the country.
GC: So you lived in Stockport but where was A&F based?
NA: A&F were in Denton, I think it was. But I got a Saturday job with them, through a friend of mine. And so I was just making cups of tea on a Saturday and serving in the shop and that kind of thing. And I showed them a game and they weren’t interested, but they said, ‘Oh, take it up to this guy up the road. That was in Hyde, so I went and I got given a cheque for something like £700, for this game that I’d written just before I wrote Chuckie Egg.
GC: That would’ve been a lot at the time, I imagine.
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NA: It was a ridiculous amount! I went home with this cheque, thinking, ‘Well, this can’t be real. I won’t believe until I see it in my bank account. I showed it to my dad and that was the first time I’d actually heard him swear, like really swear. And he just couldn’t believe it. I was shocked somebody would pay me to do this thing that I just did for fun, you know? I wrote it because I enjoyed it. And then I wrote Chuck.
So anyway, I turned up to my Saturday job one day, and Chuckie Egg was only half finished, and I showed it to them and this crowd of people all started crowding around going, ‘Wow, look at this!’ So I was really chuffed that I had impressed them.
It was pixel movement and that wasn’t really a thing at that point, on the Spectrum. Nobody had really worked out how to do it. It was all character movement and there wasn’t really any pixel movement games published at that point.
GC: Can you briefly describe what the difference is?
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NA: So, if your character, you are controlling, moves left and right, then character movement is it has to move in jumps of eight pixels on the Spectrum, left or right, or up or down. But pixel movement, you can just move one pixel at a time. Chuckie Egg moves two pixels at a time.
Nigel as he is today (Elite Systems)
GC: So were you doing all this just by yourself?
NA: I did the whole thing. I did the whole Spectrum thing, yeah.
GC: How did you learn to program? Was that at school?
NA: I managed to get a little bit of time on these Tandy TRS-80s, occasionally. ‘Cause there’s loads of kids, all sort of fighting to get on them. And there was only three of them, I think. And then there was a sort of pecking order, but I did manage to occasionally, if I stayed late enough after school or got in early enough, to get a go. And then I got to play with that on BASIC.
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Then the main thing, where I learned the most and really started to learn how to code, was that I got a ZX81. I pestered my parents or… I think I used part my pocket money and then they chipped in a bit and I got the ZX81 and learned BASIC on that.
But then, also, I started to learn machine code on that, just the real beginnings of it. But actually got machine code to work on the ZX81. And the difference in the speed just blew my mind. When I first got a block to move left and right, on the screen, using keyboard controls… when I got the code running in machine code, I thought it’s not working because it just goes fully from the left of the screen all the way to the right of the screen, in one jump. But it wasn’t, it was just because it was so quick!
So it just blew my mind, the speed of it. And I thought, right, this is the answer. And then the Spectrum was announced and I was just drooling over magazines every week, looking at these beautiful colour pictures of the upcoming Spectrum, which was massively delayed and delayed and delayed. But yeah, I sent my cheque off and that was partly my pocket money and partly my parents. And it covered Christmas and birthday rolled into one, so I think it was over £100, which was a lot of money in those days.
So I sent my cheque off, or postal order or whatever, and then just waited and waited and waited. And I think it took three months to come, ’cause they were just so massively swamped by orders. And the day it came through I couldn’t believe it, like this magical thing. It was awesome!
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GC: [laughs] What age were you when this was happening?
NA: I got the Spectrum when it first came out… would that have been ’82? So I was born in ’66. So what’s that? Maybe 15 or 16? I was 16 when I first started writing Chuckie Egg, I think, and then it came out when I was 17. So I was writing Chucky when I should have been studying for my mock A-levels.
GC: Well, the world benefitted from your choice. Well, I say the world, but I doubt anyone outside of Europe even knows the game. Did it ever get ported to anything that wasn’t a home computer?
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NA: No, I don’t think so. It is being now, but back in the day. But it did go to Europe. It’s known in Portugal, apparently, and Spain. Which I’ve only just found out recently, because I got an email from a sort of retro computer enthusiast in Portugal.
GC: [laughs] Playing it again now it really should have been turned into an arcade game, but as big as the British development scene was at the time that sort of thing never happened.
NA: There was plenty of games for the Spectrum or the Commodore that could have gone the other way and gone to arcades. I think you’re right. But they all came the opposite way, didn’t they? You’d have conversions from the arcade games, but the arcade industry could have done the same thing and licensed home computer games and just pick the most popular and successful ones.
GC: So Chuckie Egg is a big success and you’ve got another massive cheque from the publisher. What happened after that? Did you work on Chuckie Egg 2?
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NA: No, I didn’t. And I wasn’t a fan, actually. I didn’t like their design for it.
GC: I thought as much, because if you don’t like Manic Miner you’re not going to like Chuckie Egg 2.
NA: [laughs] Yeah, I don’t like that Manic Miner style of game, with the collision detection and it being puzzle-orientated. It’s just not my thing. I’ve nothing against, hat’s his name that wrote it?
GC: Matthew Smith, I think.
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NA: That rings a bell, yeah. So then I finished school and I didn’t want to go to university, The parents were quite keen for me to do that but I didn’t really like school, so I didn’t really want to go to university. And I felt that I had a skill and somebody told me that, well, you’ve written Chuckie Egg. You could walk into any company, any games publisher, and just say, ‘Gimme a job!’ And they’d hire me. So I did. So I went and I applied to Ocean and they said, ‘Yeah, come and work for us. So I went to work for them for about 18 months, I think. A year and a half.
Nigel even made it into the papers
GC: What did you do there?
NA: I worked on Street Hawk with Mike Webb and Joffers [probably Jonathan M. Smith], what did we do? We did this game… you had like a car and it was a rollercoaster thing on the screen, and I can’t remember what the actual game was [Kong Strikes Back – GC]. I can’t remember what you were trying to do, but I think those were the only two. I don’t remember working on any others.
GC: So what happened after that 18 months? Did you go to another company or had you had enough of games by then?
NA: Well, I thought I’d go and be a freelance programmer. So I started touting around for freelance work. I think, mainly, so I had more freedom and you get more money as well. That’s how I met Steve Wilcox [who currently runs Elite Systems, publishers of this new version of Chuckie Egg – GC].
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I can’t remember how I got in contact with him – maybe I phoned up or wrote or something, or did I reply to an advert? So he was looking for programmers to do Commando on the Spectrum and the Commodore, and one other. So I said I’ve written Chuck Egg and Street Hawk, so he hired me and a guy called Keith Burkhill to do Commando on the Spectrum. And that was on a very, very tight schedule, ’cause it had to be out for Christmas.
So I went and worked for them. And then I sort of got burnt out as a programmer and then went and worked for Steve full-time as an employee, just managing all the other programmers. Just coordinating them and making note of how far along they were, ’cause he was running so many projects at the same time and Steve was sort of overwhelmed. So I helped him to just basically schedule things. So I did that for a while, maybe a year or two, and then moved to Audiogenic down in London. And I was software development manager there and I was sort of slightly involved in that football game [Emlyn Hughes International Soccer – GC].
So I think I spent a couple of years there and then after that… I’d always viewed the games industry as a bit of a not proper job, if you know what I mean. And I thought PCs were grown-up computers and the Spectrum and the Commodore were games computers, there were sort of toys really. It’s a bit of snobbery there maybe.
So I thought, right, I’ll try and get a proper job now. And so I went to work for a company in the city. So I was back to programming again, but I was programming on a PC. So that was my entry into the PC world, which is where I spent the rest of my career, if you can call it that, my life. [laughs]
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GC: What were you doing there? Nothing to do with games, by the sound of it?
NA: No. So, I started off doing PC support and computer installation and maintenance. So I moved to a company in south London and so they sold computers and installed ’em for people and installed ethernet networks, early ethernet networks. So, I was installing the computers, installing the networks, and we also did tech support as well. So we’d go around and fix computer problems. That was for all sorts of different companies and then I went to work for Engelhard in Surrey and spent seven years there. And they’re a precious metal manufacturer, and I was looking after all the PC equipment in that company.
GC: Steve said you were in property now?
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NA: [laughs] I’m semi-retired but I moved house and it was a bit of a doer-upper, but then I decided that I didn’t like the location in the end. So I moved again, very quickly, and bought another doer-upper, so now I’m doing this one. So that keeps me busy.
GC: So while all this was going on the games industry was expanding and evolving in the background. Did you retain an interest in it, have you kept abreast of how things have changed?
NA: Not really, no. Because I’ve kind of grown out of going to arcades.
GC: Well, you don’t get a chance nowadays…
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NA: [laughs] I don’t think any of my friends were particularly still into playing computer games and I was never really into playing computer games. It was a bit of a bubble really, wasn’t it? ‘Cause all these home computers came out, the VIC-20 and the Dragon and god knows what, and there was gazillions of them at one point, and then it seemed a bit of a bubble that burst maybe, I don’t know if that’s true, but it was mainly a console thing.
GC: Yeah, the whole home computer market faded away in the 16-bit era and much of the British games industry with it. It’s a shame because if Chuckie Egg had been Japanese or American you’d be on your 20th sequel by now!
NA: [laughs] I mean, the hardware moved on, didn’t it? And then you get these first person shoot ’em ups and also the idea of being able to write a game completely yourself… I mean, maybe not the graphics, but all the design, all the programming, and do it in a reasonable amount of time… one person could write a game. There’s no chance one person can do that now, or very rarely, isn’t it? Games are massive beasts now that you might need hundreds of people. Yeah, it’s very different.
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GC: Well, that’s true for the bigger games but I don’t know how aware you are of the indie scene, where it’s not unheard of to have just a single person – or certainly a very small team – making a game on their own. Is that something you’d ever be interested in doing, as a hobby or something?
NA: So they do exist, do they? There’s the phone games I suppose, as well, isn’t there? I dunno whether Flappy Bird was just one guy?
GC: It was and he got so upset that people were addicted to the game that he stopped it, he withdrew it from sale.
NA: [laughs] I didn’t realise that!
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GC: He was so overtaken with guilt that he was wasting people’s lives.
NA: Is that what it was?
GC: Well, that’s what he said. I think fans brought it back or something, but the original creator is not involved I don’t think.
NA: Wow. So it had a shelf life and now it’s gone.
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GC: There’s dozens of indie games released every week but a good percentage are by very small or one-man teams.
NA: On what hardware?
GC: Some are only PC, but many of them make it to consoles if they’re successful. And some to mobile as well.
NA: Right. Yeah, it’s not a world I know anything about.
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GC: And yet you created a classic video game all those years ago, which is still perfectly playable today. More so than most home computer games from that era.
NA: Thanks very much.
GC: It’s not a complicated game but it is very playable and there’s more variety than you’d expect.
NA: That was a conscious thing, that I wanted to get a complexity of play without a complexity of structures or things… concepts. So to try and get a lot of variety by doing combinations of the different ideas in there.
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The 3D effect is a neat way to update the visuals (Elite Systems)
GC: I’ve always felt learning a new skill was very important, to action games at least. But it’s something that mainstream publishers have been fighting for years; they worry that it puts people off.
NA: There was a ton of kids coming up with ideas in the early days. There was so much variety as well. It was all different, the types of games and many, many genres of games.
GC: I think you’d be interested if you looked into the indie scene. Slay The Spire 2 is one of the biggest games on Steam at the moment and the first one… I think they got more people to help with the sequel but the first one was basically just two guys.
NA: I believe you get these 3D engines, and physics engines, and things now, so you’re not having to code every line. You’ve at least got some something to start with.
GC: You can get things like Unity, which are very cheap, so you can plug all that in, yeah.
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NA: I mean, that’s the sort of thing that might get me to have a fiddle around with something and play around with something.
GC: [laughs] Give it a go, make a true Chuckie Egg 2.
NA: [laughs] Chuckie Egg 2026 or something. Chuckie Egg 2100.
GC: I suppose we should put in a quick plug for the new mobile versions. So there’s a recreation of the original and then a version with sort of isometric graphics?
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NA: Sort of pseudo 3D, yeah. But the gameplay is very close, if not identical, to the Speccy version, the original version.
GC: Did you oversee this new version?
NA: It’s taken a while to come to fruition and I have had a play every now and again, but I’m not supervising it. It’s not me writing the code but I’ve put my twopenn’orth in occasionally.
GC: Purely by coincidence we’ve had a lot of retro stories recently, and there’s been a lot of interest.
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NA: I had a plumber come round, a while ago.
GC: Mario, was it?
NA: [laughs] Some friends, for my birthday, had a T-shirt made with Chuckie Egg on the front of it and it was so well done that it’s framed, and so it happens to be leaning up against the wall and this guy came in and he said, ‘Oh, Chuckie Egg!’ And I said, ‘Yeah, I wrote it.’ And he couldn’t believe it. It’s amazing how many people of the right age group remember it and have a fond memory for it.
GC: You should be absolutely proud of what you made. For a Brit of the right age that was their Mario or Halo. You made something that will long outlive you.
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NA: Yes, It’s amazing though, isn’t it? Yeah, yeah. Nice little feather in my cap.
GC: Alright, well thanks very much for your time.
NA: Cheers, cheers.
Maybe one day there’ll be a true Chuckie Egg 2 (Elite Systems)
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