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Seven Squared and EA team up to support Safe In Our World through 6 epic tee designs

We’re delighted to have Seven Squared and EA’s support for a retrogaming selection of tees! 100% of the profits from these tee sales will support the charity, and we have to say, the designs are pretty epic. Check them out for yourself below!

A decade long chapter of retrogaming grEAtness.

Between 1987 and 1997 there was such a vast array of amazing games that were part of the journey and a few that were very significant for the overall story. Electronic Arts became one of the industry’s most iconic names in this period and has continued to build and manage some of the most memorable game brands. Many of which we spent an inordinate amount of time playing on our own and with friends.It is our pleasure this year as our 100% of profits to Safe In Our World chapter to bring you a collection of classics, all of which have their moment and are deserving of being part of the Tee story. – Seven Squared

Skate or Die (1987) 

“You will know by now that the Epyx games formed a key part of our journey in the 80s so there is no surprise that Skate or Die makes an appearance in this chapter. In fact, it was a bunch of ex Epyx developers who were used to put this one together and it also forms a huge part of the EA story and it’s founder Trip Hawkins. We played many of these games ourselves on the C64 but it was a franchise that was available on Atari, Spectrum and Amstrad platforms as well. It also got on the NES. It almost made a triumphant return in 2003 after 12 months of development but it never saw the light of day. We are sure it will be back again at some point so more fans can Skate or Die.”

Populous (1989)

“A Prototype invented via a board game using Lego! That is a story in itself but totally true. We first came across Populous at a friend’s house on the Amiga and it quickly switched us on to God games.

Due to its success and timing, it is also massively important to the overall story and growth of game play on particular platforms the franchise went on to become one of the best-selling PC games of all time! Defeat your enemy with divine powers and increase your populous over 500 levels from an isometric perspective with awesome graphics, gameplay and sounds.”

Sim City (1989)

“More overhead wonders in 2D arrived in 1989 with the first iteration of Sim City. Innovative, addictive and educating. Yes educating! Few can say they built a name for economics, urban planning and politics in a video game. Design inspiration did take us down the path of adding Godzilla to the original Tee creative but we swiftly removed it. If you know, you know. Ultimately this and its successors under the “SIMS” brand would become one of the most iconic and best selling franchises in video games history. If you have never played one of these games, you are really missing out.”

Road Rash (1991)

“One of THE games of the Sega Megadrive period for us and many was Road Rash. This is one of those Simon remembers a lot from when he borrowed his mate’s Megadrive and spent hours playing this game and NBA Jam amongst others. What made this game addictive was that it wasn’t only the bike racing and competing to beat your opponents that was fun, you literally could beat them. Yes, you could and not just with your fists. Nunchucks at the ready anyone! This was also a significant moment for EA as it was one of the first games they conceived and developed in house as opposed to just being a publisher as such. Yet another moment from the journey many probably did not know but we are here to help tell the story in this unique way.”

Theme Park (1994)

“After games like Populous and Sim City, construction and management was taken to a whole new level with Theme Park. This game has also been the inspiration for many other theme park based games since. We were also in a period of time where the quality of PC based games of this nature was taking over from console versions due to the intricacies of gameplay and ability of the platform to deliver more. It was just easier on the PC even though you could play on the Megadrive as well. It was the perfect companion for when theme parks in real life were going through a real popularity burst. Build, run and sell and move on to the next opportunity. The rewards and game progression if you were into this stuff was awesome.”

Dungeon Keeper (1997)

“Real time strategy and dungeons! What is there not to like about this idea? It was a little dark in places but with the horror movie genre being big at the time, it was just one of those games that took you to another place but seemingly whilst in control of it. Manage your imps, dig your tunnels, get your gold and slap (yes slap them with THE Hand), capture enemies and travel through portals to enhance your game experience. Just keep your heart meter and that of your team up or it is all over. The Giants, Wizards and Samurai warriors would impact the gameplay also at any moment.

The sounds also really gave you a sense of power which in a game like this was a crucial aspect. As the story goes, the creator of the game Peter Molyneux came up with the idea in a traffic jam and he was so engrossed in the idea in his mind that the traffic had moved on and he hadn’t.

All the best games creatives came from moments like these.”

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Over the 20th – 22nd November, Seven Squared launched a campaign in support of Safe In Our World, called SafeMentaliTee.

Across the weekend, gamers came together to share the positive impacts that video games have had on their mental health. Stories were shared through social media posts, videos, or streams across the duration of the event, to celebrate gaming in a positive light and how it can support mental health as a whole.

The weekend raised over £2,000 for Safe In Our World, through donations and t-shirt sales, which is just amazing. Below are some of the inspiring stories that have been spoken about over the weekend, in the effort of encouraging more conversation around mental health.

“For as long as I can remember, mental health issues have been a part of my life. It’s a challenge to get an accurate diagnosis unless you fit a particular box, and at 29 years old I have finally been diagnosed with Premenstrual Dysphoric Disorder (PMDD) (and chasing ADD). The escapism provided by videogames can relieve some of that need to ‘escape’ in more destructive ways. It built friendships and gave me a community of people that I shared a major part of my life in common with, where I struggled with that in my local community. It gives many people their ‘tribe’ – this is very true of streaming too. During lockdown, streaming videogames has helped us because it nurtures a social life, creates and sets challenges, goals to focus on, and we’ve been able to support so many causes (like this one!). Video games have made me laugh, cry, fall in love, be in awe, reconsider, empathise, feel better about myself, feel clever, make hard choices, gain skills, reconnect and most of all – made me who I am.”

Scumm & Villainy

“I’ve found recently I’m playing more video games than ever, they allow me to engage with fellow gamers & talk about the 

things we enjoy/how I’m feeling, on a safe platform. For me personally, I find that video games are a great form of escapism, especially in these stressful times of uncertainty.”

~ Ant Stream Arcade

“Gaming can be a force for good, transport you somewhere different and make you feel good about yourself. When I was young during my birth something went wrong and it ripped apart my upper arm, it never properly healed, because of this I missed out on a lot and got quite a lot of abuse for this, it emotionally and mentally affected me as I got older, it was challenging. I was brought up on a musical mindset from my mother and ended up going into a more computer game direction. When I felt low from school or any of life’s tough moments I’d distance myself and listen to music and play video games which cemented all of my love in everything and provided the escape I needed.”

~ Bean Hed

“Mental health is more important than ever and games have personally helped me through the years.”


“This weekend I supported the Squared Seven #SAFEMentaliTEE campaign for mental health and the positive effects games have had for people – they’ve certainly helped me!”

~ Kim Justice

GAMING SAVED MY LIFE…IT PROBABLY SAVED SOMEONE ELSES TOO!!! Games were my escape, they were the one place I could be in control, where I couldn’t be hurt and all of life’s problems faded away. I could come home from school and put on my Spectrum or eventually my MegaDrive and shut out the world around me. I remember loading up Head Over Heels, Seymour Goes to Hollywood, Operation Wolf, Treasure Island Dizzy, 180 Darts and more.

~ Mental Health Gaming

“Sometimes it’s about being a part of something bigger, that lets you open up and be honest with yourself. Having a community of people around you who aren’t afraid to discuss difficult topics with you is so important because it’s so easy to internalise these things and suffer because of it.”

~ Rosie Taylor

“For me, video games have actually been a lifesaver as on numerous occasions I have had issues with my own mental health, especially during the pandemic. Mental health is not something to be brushed under the carpet! It’s a serious issue and video games do help. Stop this stigma! Even without the pandemic, individuals suffer from their mental health and it can affect anyone. There have been times where I’ve felt lost, alone and unable to cope. It’s horrible to feel like you are also a burden to others. Your mental health is important! #SAFEMentaliTEE. Do not feel like you are wasting people’s time if you are suffering. You have every right to ask for help and it doesn’t make you weak. Never feel like you are not worth it. And if you are worried about someone, check in on them – they will appreciate it”

~ Chazie

“A lot of people don’t know my struggle but video games have helped a lot. I was never great in school when young, never cared for it. I’d get involved, but the older I got I started getting sick when I’d enter the place. I had no idea why, and things were getting out of control. I’d go to the nurse, I’d call my parents and say I’d need to go home and as soon as I left I was perfectly fine. I would go home play games, do whatever and I felt fine. People around me kept thinking I was making it up, I got frustrated, I didn’t understand, I got depressed, I couldn’t participate in things I loved with friends and I got angry as-well. I lost friends, respect of my family, it felt like everything was falling apart, I was so angry I’d sadly take it out on others. I turned to video games and the more I played the better I felt, I started making friends again, ones I still have today and became part of communities, it saved me and became a huge part of my life, I then met my partner Jambo through Twitch gaming and life couldn’t be better. Gaming can do so much for people.”

~ Anthony



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