Alternate Reality (computer game)

From Free net encyclopedia

}} }}{{#if:{{{distributor|}}}|<tr><th style="background-color: #ccccff;">Distributor(s)<td>{{{distributor|}}}}}{{#if:{{{designer|}}}|<tr><th style="background-color: #ccccff;">Designer(s)<td>{{{designer|}}}}}{{#if:{{{engine|}}}|<tr><th style="background-color: #ccccff;">Engine<td>{{{engine|}}}}}{{#if:{{{version|}}}|<tr><th style="background-color: #ccccff;">Latest version<td>{{{version|}}}}} }} }}{{#if:{{{requirements|}}}|<tr><th style="background-color: #ccccff;">System requirements<td>{{{requirements|}}}}}{{#if:{{{input|}}}|<tr><th style="background-color: #ccccff;">Input<td>{{{input|}}}}}{{#if:{{{preceded by|}}}|<tr><th style="background-color: #ccccff; white-space: nowrap;">Preceded by<td>{{{preceded by|}}}}}{{#if:{{{followed by|}}}|<tr><th style="background-color: #ccccff; white-space: nowrap;">Followed by<td>{{{followed by|}}}}}
Alternate Reality {{#if:{{{image|}}}|<tr><td colspan="2" style="text-align: center;">{{{image|}}}
Developer(s) Paradise Programming {{#if:{{{publisher|}}}|<tr><th style="background-color: #ccccff;">Publisher(s)<td>{{{publisher|}}}
Release date(s) The City: 1985
The Dungeon: 1987
Genre(s) RPG
Mode(s) Single player {{#if:{{{ratings|}}}|<tr><th style="background-color: #ccccff;">Rating(s)<td>{{{ratings|}}}
Platform(s) The City: Atari 8-bit family, Commodore 64, Apple II, Mac OS, Atari ST, Amiga, DOS on the PC.
The Dungeon: Atari 8-bit family, Commodore 64 / Commodore 128, Apple II {{#if:{{{media|}}}|<tr><th style="background-color: #ccccff;">Media<td>{{{media|}}}

This article is about the Alternate Reality game. For the speculative concept, see Parallel universe.

Alternate Reality (AR) is an unfinished computer role-playing game (RPG) series that has achieved cult status among many fans of RPGs. It was created by Philip Price, who formed a development company called Paradise Programming. Published by Datasoft AR: The City was released in 1985 and AR: The Dungeon was released in 1987. Price was unable to complete the second game in the series, so The Dungeon was actually finished by Ken Jordan and Dan Pinal. Gary Gilbertson created the music for both games.

Contents

Concept

The basic concept for the game is intriguing: aliens capture the player from Earth, and suddenly the player is in front of a gate with a slot-machine like row of rotating numbers of statistics. Stepping through the gate freezes the numbers and turns the player into a new person, putting them into an "alternate reality", hence the name.

The end of the series was supposed to conclude with the player discovering everyone's true bodies on the ship cocooned and effectively frozen, and that the ship is really a "pleasure world" of some kind for the aliens, leading to the player's ultimate decision of what to do to the ship, to the aliens, or even whether to return to Earth. However, because Datasoft effectively swindled the developers out of their money, the series was never completed.

During the late 90's, Price intended to produce an MMORPG version of the game called Alternate Reality Online or ARO, and teamed with Monolith, but was released from the project and the game was never completed. Monolith went on to create The Matrix Online.

The "Lost" Games

The original outline for the game series included plans for 6 games.

  • The City
  • The Arena
  • The Palace
  • The Wilderness
  • Revelations
  • Destiny

The first break from this outline was when Datasoft forced the release of The City early, and "The Dungeon" which would have been included, became its own release.

Work on the remaining 5 installments never moved beyond theoretical outlines. A brief summary of these outlines follows:

City (and its sewers, which became "The Dungeon")

You are thrust into a new environment and must learn to survive.

Arena

Slavers would be added to the City/Dungeon to capture new gladiators and force them into combat. This was similar to how you were captured from earth in the first place, now your once again in a new environment, coping with a new reality. You could enter the arena in other ways as well, as a spectator or a free man. Multiplayer would allow other peoples saved games to load in their characters to your game for combat. There would also be ways to retire a character into a life of luxury, thus "winning", but youd need to start a new character if you wanted to see more of the series. Retired characters would return as future opponents to new characters.

Palace

Courtly intrigue and the ability to purchase land in the city, even altering layouts if you built new sections or tore down walls. You could climb the ladder of power and responsibility and eventually choose to rule the city as its new king. This was another way to retire a character and "win". New characters created would be able to meet the king you created, or even overthrow him.

Wilderness

The wilderness was to be a pilgrimage to find the truth of your AR. There would be traps, tricks to waylay the adventure and to turn him from his or hers true quest. A vast expanse of terrain and new areas to explore.

Revelation

The illusion is broken, you find your way onto the alien ship and out of the holo-world youve been trapped in. There was a way through the base of the dungeon on the 4th floor, as well as in the distant wilderness.

Destiny

Now armed with high tech equipment and making allys of certain alien factions sympathetic to your cause you take the fight to your captives. Searching further within this immense ship you discover a chamber filled with metal cocoons. Using wits and the knowledge gained through other locations you decipher the controls and the display. You learn that these cocoons hold bodies, the bodies of all of those captured. The machines keep the bodies physically alive and fit, but imprisoned. The minds of those entrapped are tapped and fed with images. The ships computer can even permit the images to interact with solid/material components of the ship. You are an image. What is reality? You body lies in a cocoon. Your mind sees what the image sees. What is a soul? What is experience? You experience, you feel what this image you have been controlling since your kidnapping feels. Again there are choices to make. In the end you are left with many choices, continue to live in your image body, a nearly immortal life, but knowning that these aliens have done this to you and can watch, feel, experience whatever you do whenever they want. You are their entertainment. They have become jaded by luxury, power and knowledge and use lesser beings to regain some of the passions of life. You can cut off this channel, though they may also destroy the ship, or earth. You can escape in a smaller ship than the entertainment world and go back to earth (hoping to evade the future capture ships these beings send to gain more 'entertainment'. You could destroy the planet (and hope that they are not a multiplanet race) You can take the entertainment world (that was orbitting the alien's planet) and bring it back to earth to let the scientist learn from it (and hope the aliens don't trace it). You could blackmail the aliens. You could sell out humanity. You could try to bluff them. There would be many choices, life isn't easy and some of the most important decisions are the hardest to find answers within.


Technology

Among other things, AR contained some revolutionary technology and ideas for its time. It worked from a 3D first-person perspective, with a small window taking up about 1/9th of the screen at the center. The player controlled one character who had an absolute minimum of visual representation—the closest to a character image to be found was when one encountered a "doppleganger" monster. The 3D used was not like other contemporary 3D graphics either. Most other 3D first-person games used static graphics to represent the walls, meaning the player could only move one tile at a time. However, in this game the rate of travel depended on the character's speed, and moved incrementally along the tile. Distant walls would slowly come in to focus rather than suddenly appear.

Alternate Reality had a raycasting engine equalling that of Wolfenstein 3D, which came seven years later, but was recognized for popularizing the system! However, the design implemented right-angle movement only, thus hiding the revolutionary technology.

Another upshot of the fact that the graphics were rendered rather than simple images is that while the sun was setting, the entire pallete of colors changed convincingly. Distant waterfalls moved, and the rain was realistically rendered.

The game also featured a novel anti-copying technique. The program disks could be copied though the standard methods and the copy would appear to work. However not long after the player began the game, his character would become weaker and weaker and then die from an apparent disease.

Gameplay

At the top of the screen were character statistics, such as game-world time, Strength, Health, etc. This brings up some of the unique aspects of the game: the character is not omniscient with respect to himself, but has some attributes that stay hidden except in special cases—for example, the player never knew the character's alignment (good/evil/neutral), and poison, drunkenness and disease tricked the perceived stats, or temporarily or permanently changed them! In fact, the player never chose an alignment, but came to learn it through how other characters treated them in the game.

Among these hidden stats were things to keep track of how hungry, tired, thirsty, hot or cold, or encumbered the character was. Fifteen years before The Sims, this game managed the character's well-being by tracking more than just their hit points. In fact, this game shared many game play aspects with The Sims.

The Sims uses several constantly diminishing stats: hunger, happiness, etc. and balances the player's ability to fulfill them with the length of time it takes to accomplish tasks. Alternate Reality, similarly, required the player to balance all of these things. While food and water could be carried, supplies were limited and the player would have to find or purchase new packets. The character could only sleep in an Inn, so if the player was off adventuring and the character started to get hungry and tired, they'd have to return to a safe area before the player could fufill these needs.

Another feature was the non-linear game play, and extremely large game world that could be explored at will, rather than according to how the game expected.

Due to budget constraints, the first game was released, essentially, without a plot. Only in the second installment were any elements of a traditional RPG plot added in, but the player could (and probably did) spend days playing before realizing the importance of any of their actions. This was nearly two decades before Grand Theft Auto III would be called revolutionary for offering the same feature.

The bottom of the screen alternated depending on user choice and situation between consumables like food, water, money, and torches, equipment, combat options, spells, and other things. The sides held the compass at left (when the player had one) and directional arrows at right.

The gameplay of both games is reminiscent of other RPGs but more sophisticated than its peers—while the player wandered around gaining levels and equipment, there were things like a finite number of items in the world, and items stolen could be regained. Near overflows of memory from possessing too many items resulted in an encounter with The Devourer, a fearsome creature that sucked items from the player, and thus removed them from memory. Death was permissible and mostly uncheatable since the game cleverly marked the character as dead as soon as the user started and only let the character to become "alive" once they saved. (It was possible to "revive" a lost character, but it caused a loss in one of the character's stats.)

Music

One final remarkable note about AR is its music. The game designer, as he did with the graphics, managed to cleverly hack the Atari to produce more sophisticated sounds than it was designed to do. AR used them to produce an FM orchestra with several tunes, complete with karaoke-type lyrics that the player could sing along to. Audio cues were also used for simple things like indicating a street was crowded, or the sound of the blacksmith's hammer striking a sword.

Ports

The games in the Alternate Reality series were developed on the Atari 8-bit family of home computers, but were ported to other platforms as well. [1]

The City

The Dungeon

See also

External links