Exile (1988 video game)
| Industry | Video game development and publishing |
|---|---|
| Founded | 1980s |
| Founder | Peter Irvin, Jeremy Smith |
| Headquarters | United Kingdom |
| Products | Exile (video game) |
Exile is a single-player action-adventure initially released for the BBC Micro and Acorn Electron in 1988 by Superior Software. It was subsequently adapted for the Commodore 64, Amiga, CD32, and Atari ST, with all ports published by Audiogenic. The game was developed and programmed by Peter Irvin (known for Starship Command) alongside Jeremy Smith (creator of Thrust). It is often cited as an early example of the Metroidvania genre. Notable for its innovative features, Exile incorporated realistic physics including gravity and inertia, object mass simulation, advanced artificial intelligence, stealth mechanics, an evolving ecosystem, and a teleportation system regarded as a forerunner to that seen in Portal.
Plot
Players take on the role of Mike Finn, a crucial operative within the space exploration team Columbus Force, tasked with a rescue operation on the planet Phoebus. Finn’s mission involves aiding Commander David Sprake along with the remaining crew from the disabled spaceship Pericles, who are under threat from Triax, a rogue genetic engineer. Triax has stolen an essential device called the Destinator from Finn’s own ship, the Perseus. Similar to Elite, the game was accompanied by a novella written by Mark Cullen, developed with input from the creators, to provide narrative depth and background on Phoebus’ 22nd-century setting.
Gameplay
The gameplay centers on exploring an extensive network of tunnels where players collect various items, interact with indigenous creatures, rescue survivors, and ultimately confront Triax to escape Phoebus. The protagonist, Finn, is equipped with weapons and a jet pack system that can be upgraded. These devices rely on energy cells for operation. A life-saving teleportation mechanism automatically transports Finn to designated safe zones or back to his spaceship when health is critically low, enabling players to complete the game in multiple ways.
Exile employs nonlinear gameplay, allowing challenges to be tackled in different sequences while not requiring all events to be completed. Players accumulate points based on objectives accomplished and completion speed; however, some scenarios may become impossible to win depending on player choices.
A significant commercial highlight is its vast and intricately detailed underground environment framed by a storyline involving the cave base of the Pericles crew and Triax’s lair deeper within. The game’s sophisticated AI features creatures that react to sound, maintain line-of-sight detection through complex cave systems, and remember the player’s last known position.
Its physics engine realistically models forces such as gravity, inertia, mass effects, explosions, shockwaves, as well as environmental elements like water, earth movement, wind, and fire—faithfully representing all three of Newton's laws of motion. This allows for gameplay and puzzles based on authentic physical interactions—for instance, balancing heavy objects against wind forces or managing water disturbed by creatures.
Development
The development of Exile was led by Peter Irvin (famed for Starship Command) and Jeremy Smith (author of Thrust), representing Smith’s final known project prior to his passing. William Reeve initially converted the 8-bit original into Amiga and Atari ST versions; these were later enhanced by Irvin and Smith. Tony Cox contributed to adapting the Amiga version for the Amiga CD32 platform. Visual assets were created by Paul Docherty (for Commodore 64) and Herman Serrano (who also designed manual artwork). Music composition was handled by Henry Jackman for Amiga and Atari ST releases, with Paddy Colohan producing a remix for the CD32 edition.
The expansive subterranean world was generated procedurally using a compact pseudorandom algorithm with a fixed seed to design most caverns and tunnels, complemented by handcrafted sections. Subsequent Amiga and Atari ST versions employed traditional tiled maps to allow more detailed customization.
Peter Irvin later permitted non-commercial distribution of the Amiga version under certain conditions that support emulation.
Releases
Originally launched in 1988 by Superior Software for the Acorn Electron and BBC Micro, the game was subsequently adapted for the Commodore 64, Atari ST, Amiga, and CD32 platforms. These later versions were published by Audiogenic between 1991 and 1995. Although the core gameplay and level layouts remain uniform across all editions, the audio-visual presentation differs according to each system’s hardware capabilities. Notably, Exile was exclusively distributed within Europe.
Acorn Electron / BBC Micro
The standard BBC Model B edition occupies 32 KB of memory and employs a tailored screen resolution (eight colours; 128×128 pixels, equating to 8 KB for screen data) to optimize memory usage for game content—a technique commonly employed in sophisticated BBC titles.
Due to the Electron’s more basic video hardware, which does not support this mode, additional graphical elements appear around the screen border. To maintain smooth performance, the Electron variant uses only four colours on-screen but offers a slightly taller viewport of 128×192 pixels.
An enhanced BBC Micro edition utilizes an extra 16 KB page of sideways RAM, enabling sampled sound effects, digitised speech clips (such as "Welcome to the land of the Exile." and "Alien die!"), and an expanded visible area (eight colours; 128×256 pixels, requiring 16 KB of screen memory).
To accommodate the game on a standard BBC Micro, on-screen status displays and textual information were omitted, while save/load functions are manually operated—fuel and energy statuses are signaled through audio chimes, and inventory is accessed by holding items. Saving progress necessitates restarting the computer and reloading the program. These limitations contributed to the game’s distinctive style and inspired features like the personal teleporter.
Commodore 64
The C64 adaptation from 1991 was created by the original development team, with graphics crafted by Paul Docherty (credited as Dokk). This version introduced an on-screen status panel and expanded colour options due to increased RAM availability, yet it remained true to the Acorn original gameplay.
Atari ST
Released in 1991, the Atari ST edition drew from earlier 8-bit versions but presented upgraded graphics with recolouring akin to the Amiga release, though featuring unique sound effects distinct from other versions.
Amiga
Three distinct Amiga editions were produced: an OCS version in 1991, an enhanced AGA version in 1995 with improved visuals, and a CD32 variant also from 1995 that built upon the AGA release. The OCS edition offered better graphics than previous 8-bit ports, resembling those found on the Atari ST. Both AGA and CD32 releases showcased extensively revamped visuals with added detail and included scrolling backgrounds. The CD32 version increased graphic dimensions by 50% to optimize display on consoles. All Amiga editions feature a dynamic musical soundtrack that intensifies when danger nears, alongside digitised sound effects such as imps producing cries inspired by Monty Python’s "Ni."
Apple iOS
Peter Irvin announced plans for a refreshed iOS adaptation based on the Amiga AGA version with a projected release in 2010. However, this version has yet to be launched, and no further announcements have been made since then.
Reception
The game earned high praise from Electron User, which dubbed it "The New Masterpiece," particularly applauding its intricate visuals and lifelike animations. Despite this, the publication assigned an 8/10 rating, possibly reflecting a shorter engagement period. The Commodore 64 edition received a 91% score from Zzap!64, which lauded its depth and described its "phenomenal attention to detail" as making it essential. Meanwhile, Amiga Power honored the Amiga release as the top game of 1991, giving it an 89% rating. In a retrospective review in 2002, Edge granted the title an exceptional 10/10, a distinction shared by only two other games prior to their launch.
In a 2010 feature by The Escapist, Exile was recognized for having "laid the groundwork for many gameplay innovations that later titles became known for."
External links
- Exile at MobyGames
- Manual at the Internet Archive
- Articles with short description
- 1988 video games
- Action-adventure games
- Amiga games
- Amiga 1200 games
- Atari ST games
- BBC Micro and Acorn Electron games
- Cancelled iOS games
- Amiga CD32 games
- Commodore 64 games
- Europe-exclusive video games
- Metroidvania games
- Superior Software games
- Video games developed in the United Kingdom
- Video games using procedural generation
- Single-player video games