Main coding by Dominic Robinson and Steve Turner; Alien Manoeuvre Program (AMP) by Andrew Braybrook; technical routines by Darren Eteo; and Amiga conversion performed with the help of the Object Orientated Programming System (OOPS) kernel written for ST/Amiga by Dominic Robinson. Graphics by John Cumming. Music by Jason Page and sound FX by Steve Turner.
 Coder Dominic Robinson commented during development on how he coined the game name SIMULCRA -
"It comes from 'Simulacra', meaning a superficial likeness to something," he explains. "Only I mispelled it..."
[Source: The One preview(Issue 15, Dec 89, pp37-38), courtesy of the Amiga Magazine Rack].
 SIMULCRA marked Dominic Robinson's first game for 16-bit platforms, but also represented the crossroads at which he felt that he had to leave developer Graftgold to pursue his passion for pure 3D games programming with Vektor Grafix. While the 3D world and system routines were originally conceived and created by Dominic Robinson, it was left to Graftgold boss Steve Turner to apply the finishing touches following Dominic's departure to Vektor Grafix.
Most of the formative 3D work for SIMULCRA was carried out on the CAD package Cyber Sculpt 3D in hires monochrome on the Atari ST. During development Dominic Robinson elaborated in some detail on how he created his 3D world for the game -
"I don't draw any sketches on paper - it's easier to visualise on screen." He produces a 3D model, then using the plan and side views he takes the co-ordinates to allow him to reproduce the objects in the 3D system. "I'm using a special macro system where the objects are defined point by point. I have to specify how they are connected, but the program can then take this definition and produce it as a solid filled object, with or without a shadow, or as a line-drawing. The semi-transparent stuff is done with stippling (ie: every other pixel is missing)."
"Any major inspirations? Mainly films which use computer graphics. For example, the Recognisers from Tron make a cameo appearance."
[Sources: The One preview(Issue 15, Dec 89, pp37-38) and The One review(Issue 24, Sept 90, pp48-49); courtesy of the Amiga Magazine Rack].
Based on 1990 Graftgold/MicroProse Atari ST release.
No manuals found.
THE MOTHERSHIP: It follows you around generating meanies and can
take many hits. Ram rather than shoot.
HOMING WEAPONS: Retreat as fast as possible then shot them. Most
homing weapons have a limited range and can be out
BLITZKRIEG: The best attack is a fast one. Attack a generator
by flying along power barriers at full speed.
Learn to recognise the edge barriers. Barriers you
can shut down never merge with the edge, and nearly
always lead to a generator.
No maps found.