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Repton Infinity

Change the objects’ behaviour as well as the map

David Lawrence and David Acton’s Repton Infinity pairs playable games with tools for making more. Its Reptol language lets an author change what objects do, beyond editing the screens and graphics of an existing Repton game.

Repton Infinity lets players alter the rules behind a game, as well as its screens. David Lawrence and David Acton made the package for the BBC Micro and Acorn Electron, extending the construction ideas in the Repton series.

Superior Software’s manual credits Matthew Atkinson with game screens. It introduces four supplied games: Repton 3 – Take 2, Repton 4, Robbo and Trakker. They show different uses of the same creation system, rather than four sets of maps with identical rules.

Film Strip supplies character pictures, Land Scape supplies level maps and Blue Print supplies Reptol behaviour definitions. File Link joins the saved pieces into a game file.
Repton Infinity divides authorship between pictures, maps and behaviour. This original schematic shows the roles of its editors and linker, not their historical screens.

Four tools divide the work

Land Scape designs the levels. Film Strip edits the character graphics. Blue Print defines behaviour in the Reptol language and turns it into the form the game engine uses. File Link gathers the saved pieces into a game file.

That division matters. Replacing a creature’s picture changes its appearance. Rewriting its Reptol definition can change what it does when it meets another object or when the player acts. The map, the pictures and the behaviour are related, but separately editable.

Rules belong to objects

The manual teaches Reptol through object definitions, conditions and commands. Instructions can test circumstances, move an object, change it into another kind or alter the score. An author can make a new interaction while keeping the engine’s existing work of displaying and running the world.

The supplied games make the distinction concrete. Robbo puts a robot into a different set of puzzles; Trakker changes the character and its interactions again. Their instructions provide something playable before the author starts learning how those effects were built.

Reviewing the Electron version in March 1989, Roland Waddilove described the four games alongside the creation utilities. He found Reptol approachable, but said learning to use it well would take effort. (Electron User, pp. 16–17.)

More than a level editor

A new map can be a substantial design project in its own right. Repton Infinity adds another layer: the pieces placed on it can have new meanings and behaviours. Its editors let a player move gradually from rearranging a world to defining how it works.

Garry Kitchen’s GameMaker and MegaZeux approached that opportunity through different interfaces and machines. All made some of a game’s authorship available inside the package used to play it.

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