Hyperhaul APPLE IIGS
Hyperhaul: the title picture - the player's ship, a blue-green planet and its station
Space trading and combat for the Apple IIgs

Eight galaxies. One ship.

Trade grain for gold and computers for credits. Hunt pirates for their bounties, or run guns for the warlords and stay a jump ahead of the police. Earn your rating from Greenhorn to Legend, and when the Guild calls, answer. Hyperhaul is a new game in the spirit of the first Elite, written for the Apple IIgs in 65816 assembly, its ships drawn as filled, shaded polygons in real time.

IN DEVELOPMENT

The whole game plays, from the title to the missions

Trading, the charts and hyperspace, combat, the police, the Shard, both missions, music and sound, saving and loading: all there, every frame checked against a model of the game.

Still to come before the release: balancing from long test runs, and a run on real hardware. The disk follows then.

8Charts
2,048Star systems
17Goods
14Ships to meet
9Ratings
2Missions
What you do

Trade, fight, haul

You start docked at the station of Kaniveda with a Kestrel freighter, a pulse laser and a hundred credits. What you make of it is up to you.

The market screen

TradeBuy low, sell high

Every system has its economy, from rich forge worlds to poor frontier farms, and its market follows it. Seventeen goods, two of them illegal; prices that move with every visit.

A laser hit on a pirate

FightPirates and bounties

Pulse, beam, mining and military lasers on four mounts, homing missiles, an E.C.M., a nova charge. Every kill counts towards your rating; pirates carry a price on their heads.

The local chart

Explore2,048 worlds

Eight charts of 256 systems, each with its planet, people, government and tech level, generated by the game as the first Elite did. Hyperspace takes you there; a mis-jump drops you among the Shard.

Drawn in real time

The ships you will meet

Every ship is a filled, lit polygon model, drawn by the game frame after frame in the IIgs's own fill mode. These pictures are made by the same code.

Yours

Kestrel freighter

The Guild's freighter, and yours: 20 tonnes of hold, a pulse laser, three missiles.

Speed
28
Energy
150
Laser
16
Missiles
3
Pirates

Shrike light fighter

Fast and cheap; pirates fly them in packs of up to four.

Speed
36
Energy
70
Laser
8
Bounty
5

Raven heavy fighter

A hard laser and two missiles. Take it seriously.

Speed
30
Energy
140
Laser
24
Bounty
15

Goshawk bounty hunter

Quick and well armed, and after you if your record is bad.

Speed
38
Energy
150
Laser
20
Bounty
20
Traders and police

Heron freighter

The common trader. It fights back, and the police take its side.

Speed
24
Energy
110
Laser
8
Missiles
1

Pelican bulk freighter

Slow, with a big hold, often loaded with cargo canisters.

Speed
16
Energy
200
Laser
8
Missiles
2

Swift courier

The fastest ship in space. Hard to catch.

Speed
42
Energy
90
Laser
8
Missiles
1

Magpie salvager

Built with a scoop for what floats free.

Speed
22
Energy
100
Laser
8
Missiles
0

Albatross giant transport

Rare, slow and well shielded.

Speed
12
Energy
250
Laser
16
Missiles
4

Petrel shuttle

Between the station and the planet. Unarmed.

Speed
8
Energy
32
Laser
0
Missiles
0

Gannet miner

Out among the rocks.

Speed
18
Energy
120
Laser
12
Missiles
0

Lanner police

It attacks the wanted, and anyone who fires on it.

Speed
34
Energy
120
Laser
16
Missiles
1
The Shard

Spindle Shard warship

Crystal, fast and tough; it launches Needles when it is hurt.

Speed
36
Energy
240
Laser
22
Bounty
50

Needle Shard drone

Without its Spindle it drifts: scoop it for Shard relics.

Speed
30
Energy
20
Laser
8
Bounty
5

Hub station

Every system's station, turning slowly. Dock through its slot.

Speed
0
Energy
240
Laser
0
Missiles
0
As the IIgs shows them

Screenshots

Every picture here is a screen of the game, taken in the emulator byte for byte: the 320 x 200 Super Hi-Res screen, shown three times as big.

The demo, 85 seconds with the game's own sound: trading, the charts, hyperspace, a fight and the docking computer. Recorded in the emulator.
On the Ensoniq

The music

Two original tunes, synthesized for the IIgs's Ensoniq sound chip: nothing sampled. These recordings are the chip's own sound, rendered from the game's music data. As in the first Elite, there is no music in flight, except while the docking computer flies you in.

The title screenOverdrive

Rock in E minor at 150: chugging power chords, a saw bass, a rock beat and a screaming lead.

The docking computerOrbit Waltz

D major, 3/4: a lilting lead with its echo, plucked chords, the bass on the first beat.

The manual's cover
32 pages, A5

The instruction manual

  • Getting started, and your first trip step by step
  • Flying, the dashboard, docking by hand
  • Trading, with a first trade run worked out from the game's markets
  • Every piece of equipment, the charts and hyperspace
  • Combat and tactics, the law, every ship you will meet
  • Every key on one page, and a key card to print beside the keyboard
Drag to turn

The box

As it would have stood on the shelf.

A picture of a box: the game will come as a disk image.

How it is made

Inside

Filled polygons in fill mode

The IIgs's Super Hi-Res screen can fill a line's colour by itself to the next change. Hyperhaul draws only the edges of its shaded ships, and the hardware fills them in: the vector engine of FILLHARMONIC, grown into a game.

65816 assembly

About 18,000 lines of assembly for Merlin 32: the renderer, the flight model, the galaxy generator, the screens, the music player. The game runs from one 800K disk in 1 MB.

Checked byte for byte

A Python model of the whole game runs beside it. Every test scene, over 700 frames of flight, combat, docking and screens, is played in the emulator and compared with the model to the last byte of the screen and the game's state.

A galaxy from seeds

The 2,048 systems, their names, economies, governments and markets are generated by the game from three seeds, as the first Elite did, so the disk holds no star charts at all.

Sound on the Ensoniq

Ten sound effects and two tunes, all synthesized in Python and laid out in the chip's 64K of sound memory; the music player runs in the video interrupt.

Its own content

The rules follow the first Elite (Ian Bell and David Braben, 1984), as explained in Mark Moxon's annotated source. The ships, galaxies, names, words, pictures and music are Hyperhaul's own.