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Simulcra
ECS/OCS
Simulcra - Double Barrel Screenshot
Information 17 reviews Manual Cheatcode 5 weblinks
100 screenshots 2 boxscans 1 diskscan Miscshot Conversion Gamemap
Information
Year of the first release1990LicenseCommercial
Number of disks (or CD)1PublisherMicroStyle (MicroProse) - Worldwide
Number max of players1Budget publisher
Simultaneous max players1DeveloperGraftgold
LanguageEnglish
ArtistsCoder : Andrew Braybrook
Coder : Darran Eteo
Coder : Dominic Robinson
Coder : Steve Turner
Graphician : John Cumming
Musician : Jason Page
Musician : Steve Turner
Misc : Dominic Robinson
Language in manual
HardwareECS
OCS
Amiga original gameno
Have cheatcodeyes
Have SPS releaseyes
WHD installyesWHD information
AuthorsGraham
Wepl
Updated  2006-09-18 18:59:25
HD installnoHD notes
Genre
CategoryShooter
SubcategoryShooter - Uncategorised
Dimension3D (Filled)
Dimension3D (Wireframe)
ScrolltypeInto Screen
ThemeDisaster - Technology Terror
ThemeFuturistic
ThemeScience Fiction
ThemeTransport - Combat Plane
ThemeTransport - Tank
ViewpointBehind
ViewpointTop Down
Conversion hardwareAtari ST/E
Conversion notes

Based on 1990 Graftgold/MicroProse Atari ST release.

Classic compilation
Relationship
Page views: 4564 - Last update: 17th May 2019
Rarity: Rare RareRareRare
Notes:  

[1] Main coding by Dominic Robinson and Steve Turner; Alien Manoeuvre Program (AMP) by Andrew Braybrook; technical routines by Darren Eteo; and Amiga conversion performed with the help of the Object Orientated Programming System (OOPS) kernel written for ST/Amiga by Dominic Robinson. Graphics by John Cumming. Music by Jason Page and sound FX by Steve Turner.


TRIVIA:

[1] Coder Dominic Robinson commented during development on how he coined the game name SIMULCRA -

"It comes from 'Simulacra', meaning a superficial likeness to something," he explains. "Only I mispelled it..."
[Source: The One preview (Issue 15, Dec 89, pp37-38), courtesy of the Amiga Magazine Rack].

[2] SIMULCRA marked Dominic Robinson's first game for 16-bit platforms, but also represented the crossroads at which he felt that he had to leave developer Graftgold to pursue his passion for pure 3D games programming with Vektor Grafix. While the 3D world and system routines were originally conceived and created by Dominic Robinson, it was left to Graftgold boss Steve Turner to apply the finishing touches following Dominic's departure to Vektor Grafix.

Most of the formative 3D work for SIMULCRA was carried out on the CAD package Cyber Sculpt 3D in hires monochrome on the Atari ST. During development Dominic Robinson elaborated in some detail on how he created his 3D world for the game -

"I don't draw any sketches on paper - it's easier to visualise on screen." He produces a 3D model, then using the plan and side views he takes the co-ordinates to allow him to reproduce the objects in the 3D system. "I'm using a special macro system where the objects are defined point by point. I have to specify how they are connected, but the program can then take this definition and produce it as a solid filled object, with or without a shadow, or as a line-drawing. The semi-transparent stuff is done with stippling (ie: every other pixel is missing)."

"Any major inspirations? Mainly films which use computer graphics. For example, the Recognisers from Tron make a cameo appearance."

[Sources: The One preview (Issue 15, Dec 89, pp37-38) and The One review (Issue 24, Sept 90, pp48-49); courtesy of the Amiga Magazine Rack].


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