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1 - Commodore Is Awesome

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0 e<br />

"Elite<br />

doesn't a r e<br />

to my Pr ious<br />

3D stuff -<br />

very much more<br />

sophisticated."<br />

achieve his extravagant aims. "Obviously<br />

it's quite a difficult thing to do,<br />

but I'm confident it will work," he<br />

says.<br />

In a typical situation, for example,<br />

an advertisement on the bulletin<br />

board offers a reward for information<br />

about a missing person who you<br />

may have seen hiding out in another<br />

system. But passing on that information<br />

could result in you becoming<br />

a target for assassination as it's<br />

revealed that the party after said<br />

missing person are Mafia-style baddies<br />

who don't want any witnesses<br />

to their villainous dealings. In another,<br />

an anonymous character offers a<br />

huge amount of cash for passage to<br />

another planet with "no questions<br />

asked". That last statement. plus the<br />

dosh involved, is enough to suggest<br />

that taking the job could end up with<br />

you being pursued by the galactic<br />

Navy, the police or even worse.<br />

So how does it all work? "Well,<br />

there are lots of individual characters<br />

that the computer constantly keeps<br />

tracks of and it will generate new<br />

ones to replace those that have been<br />

killed," explains David. "There will<br />

continuously be new ones added, just<br />

to keep the game changing. So<br />

although there will be a large body<br />

of characters that you will deal with,<br />

you will always see some people disappear<br />

and new ones arriving:'<br />

As to how many of these supporting<br />

players there will actually be.<br />

David is unsure. "It's a non-specific<br />

amount of the moment, mainly<br />

because of the memory they take, but<br />

it's likely to be somewhere in the<br />

region of a thousand. It's quite a lot."<br />

It would have to be, with David planning<br />

to have every single ship in the<br />

game piloted by a real character -<br />

there are no "drone" ships that are<br />

sible far-reaching repercussions<br />

h time you shoot one down in<br />

(Above) The planet Earth in all its<br />

greeny-blue glory, as seen in High<br />

Frontier. Wherever possible, Braben<br />

has modelled surface detail on the<br />

real thing, so in this shot you ca<br />

nclearly see the familiar shapes of<br />

Europe, Great Britain and Africa.<br />

Major cities are marked Out to help<br />

players find their destinations more<br />

easily.<br />

(Below) One of High Frontier's more<br />

sophisticated spaceships, the Hawk.<br />

Like all the rest, its assembled from a<br />

library of individual components •<br />

note the landing gear and pilot in the<br />

cockpit. Though capable of space<br />

travel, these more "plane-like" ships<br />

would be more commonly seen flying<br />

over planet surfaces.<br />

combat. "The thing that is a bit of a<br />

variable between now and when the<br />

game is completed is just how much<br />

of that is implemented," he explains.<br />

Technically, Braben is confident<br />

that what he's doing with Elite 2's 30<br />

graphics is going to, not to put too<br />

fine a point on it. blow a lot of people<br />

away. When asked how his work<br />

here stands up against his previous<br />

3D projects and contemporary vector-based<br />

games, he says simply, "It<br />

ri<br />

t<br />

just doesn't compare - it's very much<br />

more sophisticated. The whole thing's<br />

very hierarchical, so you can add bits<br />

on bits with no problem at all. Just<br />

on the speed side it's much much<br />

quicker - much quicker than the Virus<br />

routines for instance The original Elite<br />

had a very different set of restrictions,<br />

like the memory was really tight. We<br />

had to get the whole game into 22kl"<br />

For the purposes of development,<br />

David is working from an Amiga 2000<br />

High Frontier's rather<br />

impressive level of surface<br />

detail may be a little too much<br />

for the humble Amiga at times.<br />

so speed-hungry players will be<br />

able to simplify the graphics.<br />

So a typical shot of a city in<br />

high detail like this...<br />

...becomes this on the lowest<br />

settings. Frivolous details, like<br />

building lights and ad<br />

hoardings are removed, and<br />

only the major structures<br />

remain, The result is less interesting,<br />

but a hell of a lot<br />

smoother,<br />

with a built-in accelerator card that<br />

boosts the machine's 68000 processor<br />

to the speed of a 68030 - this<br />

allows him to play around with the<br />

3D world at fifty frames a second, the<br />

smoothest update possible. Even with<br />

the 'rocket card' disconnected, the<br />

game runs at an impressive rate of<br />

knots, but if anything it will be detail<br />

more than speed that is set to stun<br />

the end user - as the screenshots here<br />

testify. Braben's "different approach"

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