Alternate Reality (series) - Technology

Technology

AR worked from a 3D first-person perspective, with a small window taking up about 1/9 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 "doppelganger" 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 equaling that of Wolfenstein 3D, which came seven years later, but was recognized for popularizing the system. However, the design implemented right-angle movement only.

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

The first game, The City, 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, their character would become weaker and weaker and then die from an apparent disease. The Dungeon, if loaded with a pirated copy, featured two "FBI agents" as encounters during the beginning of the game, who attacked with "the long arm of the law". The two agents were overly powerful and unbeatable, so as to kill the character before being able to play the game. Due to a bug, the other way to run into these characters was to try to transfer over a character from the city. In effect, it was impossible to actually transfer a character over from the city to the dungeon without mailing in the disks to be exchanged for a fixed version.

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