Exile

| Authors |
Peter Irvin and Jeremy Smith |
| Publisher |
Superior Software |
| Year of Release |
1988 |
| Format |
BBC B, BBC Master, Acorn Electron |
| Wub Rating |
|
Exile was released in 1988 for the BBC Micro series of computers by Superior
Software. Gamers purchasing the game immediately knew they were in for
something special - Superior knew it too and they'd packaged the game in an
expensive box and, like Elite, had shipped it with a novella. In fact
comparisons with Elite and its epic scale were often made and were not
discouraged by Superior, and who can blame them!
In the game you play the role of Mike Finn, a member of the Columbus Force (a
group of intergalactic space police and all round good eggs), who, while
returning from an earlier mission, is ordered to divert his spacecraft to the
planet Phoebus to rescue the crew members of a previous mission to the planet
who have been captured, maybe killed, by a mad scientist named Triax who was
exiled there long ago. As the game starts you find yourself unarmed in your
ship in orbit around the planet and within seconds Triax appears and steals a
device named the Destinator from your ship thus leaving you stranded.

The loading screen I remember being bowled away immediately.
The sprites were large, detailed and colourful and the scrolling smooth. And
once you were out of your ship and flying around with your jet pack it became
immediately clear that gravity acted on you and that you had inertia. Which for
the time was astounding. Blowing across the surface of Phoebus were strong
particle winds and if you flew to the left or right of your ship you
encountered them as they applied resistance to your movements and sent you
tumbling around. As the game progressed you entered caverns and met numerous
types of animals and other adversaries. All of which behaved convincingly, and
on which acted all the same physical rules as applied to you.

View video (divx) Once you tore yourself away from wow-ing
at the technical achievements it quickly became apparent that the game was both
huge and hard. Rock hard in fact. And you know how they say how space is big,
really big, well its not quite that big but trust me its meganormous. And after
a short break t was at this point you started wow-ing again. This
map (available in a smaller size
here)
gives an indication of just how big the game is. When you've scraped your jaw
off the floor after that prepare to unhinge it again: thats one single
continously scrolling level. On a
Beeb! I'm sorry - but that
still astounds me today. For those interested in the technical details the
corridors and rooms in the map were generated algorithmically with key
structures overlayed. Though even with that the game required large amounts of
the BBCs RAM and unless you had sideways RAM fitted to your machine you ended
up playing in a tiny letterbox as screen real estate was used as additional
storage space.
Breaking with convention again, in Exile you could never die. Instead your suit
remembered upto four locations and as you approached the point of death you'd
return to the last position remembered. Some of the (oh so many) cunning
puzzles in Exile were built around this. Many of the puzzles were also built
around the games representation of real world logic - water to put out fires,
using one kind of animal to bait another. For further examples of the games
cunning or if, like most of us, your stuck here's a
solution
from The Micro User to read.
Being a 1998 release Exile appeared very late in the life of the BBC so its
perhaps not surprising that not many people played it at the time of its
release. Later versions were released on the Amiga and ST with improved
graphics but again they weren't that widely played. However thanks to the web a
reasonable online following has grown up around the game and in recent years
the game has recieved coverage in the gaming press having featured in both a
'Retro Review' and a 'Making Of' article in Edge magazine.
Exile: I salute you. And this year, this year, will be the
year I finally complete you.
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Exile is copyrighted by Superior Software 1988