The Micro User


Karma

 
Published in The Micro User 9.02

Clive Gringras explores the potential of Karma

When compared to the 16-bit games machines, the market for recreational programs on the Archimedes is essentially poor.

All we have are the old favourites: Shoot-'em-ups with better graphics and better sound, flight simulators that are smoother with more realistic landscapes and so on. But have the games actually improved?

Anyone who has played on the 32-bit Archimedes or a games machine and the same thing on an 8-bit BBC Micro must admit that the speed, graphics and sound improvements that the Archimedes contributes adds little to the playability of the games - Sim City is a case in point.

It is still the BBC Micro which hosts the best Acorn game of all time: Elite, a multi-layered extravaganza on a 32K macine: If a player was interested in fighting, they need never mine or sun scoop.

Similarly, another player could enjoy it equally as well by trading food across the galaxies. Admittedly the graphics and sound weren't great, but extras don't ensure excellence.

But now a game that really stretches the Archimedes is due - *real soon now* - for release. Karma is a totally new concept for micros, the first "life model" available to the general public. At its most basic level, Karma is a 3D space adventure, which is in itself nothing new.

But Karma is far bigger and superbly detailed. Instead of the player being the centre of attention, he or she is only as significant as the other ships.

Your screen shows the view from the vehicle. All graphics are realistic, fully shaded according to the relative position of the sun and animated smoothly. Artificial objects from as small as 1 metre up to 2 kilometres can be seen at distances from as short as 1 centimetre to 450,000,000,000 kilometres on the same scale.

The Karma galaxy is 8,000 light years across and contains some 2,400 solar systems and has the appropriate shape, star type occurrences and star density variations found in reality.

Each solar system contains planets and moons. Each planet, factors allowing - surface temperature, atmosphere, day and night lengths - may be inhabited. Rather than the planet data being invented by the programmers, it is determined by actual astronomical phenomena.

Planetary civilisations also have identities: The variables concerning each civilisation are consistent with their environment. For example, the principle industry of a planet near its sun could be farming. Similarly, older civilisations are likely to be more technologically advanced.

Information relating to drive types, weaponry and the like can be gleaned using the on-board computer, Tris. Ships are not only encountered in their own systems, but colonisation and extensive stellar travel are actively occurring throughout the galaxy.

Each civilisation has historic data, to be found or to be told - by other characters in the galaxy - helping the player to understand the importance of various places and understand civilisations' current inter-relations in a wider context.

In Karma the more you know, the better you will be able to play explorations and understand the cause of certain events.

Even the individuals in other craft can be spoken to via Tris. These people - not necessarily human - have identities and personalities.

Here's what could happen:

A player arrives at a comet mining community on the outskirts of a solar system dominated by a huge, red giant sun. As he draws nearer, by scanning he establishes the presence of a craft leaving the scene.

Sensors reveal information of its technology. The craft's civilisation is advanced, as is indicated by its equipment. The player decides an attack would be unwise and attempts instead to communicate with the craft.

Using his communications console and via Tris, he hails the craft and receives a reply. The player asks the craft's identity and discovers from the captain that it's a shuttle, carrying workers to a corporate residential space station, from an ore processing space station.

The player stops the communication and choose to follow the shuttle. He draws in closer as the workers are being transferred into the residential station. The player decides to scan one of the "beam-boxes" being used to transfer the workers and detects life (the workers) inside.

Later, some workers begin to board a shuttle going to a nightclub on the other side of the solar system. Following the shuttle, the player arrives at this club. Some 20 seconds after parking in the ship-park the player receives a distress message from a mineralogist who seems to have been attacked by some drunken miners...

Good Timing

As you become more experienced, you may be able to predict reactions from particular characters, for example perhaps all people from hot planets with little oxygen are aggressive, whereas characters from colder planets tend to be more placid.

This sort of experience can only be gained by playing the game often. Time within Karma still remains a difficult concept to grasp. The game accesses the CMOS realtime clock inside the Archimedes and updates the game time with actual time. So just before you turn the machine off, you may witness the launch of a highly powerful ship travelling towards a moon. When you resume play, say a week later, this ship will be one week nearer the moon than before.

This realtime play could have caused problems: If a player only played Karma after eight in the evening, he might never have seen ships commuting to work.

Thankfully, each civilisation has its own time scale, based on the planet's rotation around its sun. Depending on the equivalent number of Earth days, a player may be able to synchronise the real-time with the game-time he would like to experience. This provides an interesting opportunity to attend night-clubs whenever you arrive on a planet.

Good Karma

As well as swanning around the galaxy, each player has a task in Karma: To relocate a large section of people from their own civilisation. These people are carried as cell tissue cultures contained in small units. A suitable world must be found for as many as possible to continue their lives after the regenerative processes have occurred.

This is difficult to do as there are not many uninhabited, suitable worlds for the purpose. However, when a relationship with a civilisation is going very well they may well house some of the people. Only by interacting with the life of the galaxy can the civilisation hope to be relocated.

Even after a selection has settled on a planet many may die. Unfortunately it is impossible to keep track and protect all of them.

The game is supplied on eight discs, but will work on a 1Mb machine. Although the programmers are considering releasing an enhanced version for owners of larger machines, the data from the prsent version installs on to a hard disc drive.

Note

Sometimes it takes a while for the full potential of a machine to be exploited; after nine years programmers are still breaking new ground on the 8-bit BBC Micro. Karma is the first program to really stretch the Archimedes. Hopefully it won't be the last.

Clive Gringras