becomes impossible to complete the game. A major feature of the game is the single large and detailed world it offers for exploration. The subterranean setting is explained through the backstory in which the crew of the Pericles have set up a base in a natural cave system, with Triax having his own base in caves deep below. The artificial intelligence features innovative routines such as creatures demonstrating awareness of nearby noises, line-of-sight vision through the divaricate caves and tunnels, and memory of where the player was last seen, etc. Exile contains a physics model with gravity, inertia, mass, explosions, shockwaves, water, earth, wind, and fire. The game engine simulates all three of Newton's laws of motion, with many puzzles and gameplay elements emerging from a few physical principles. For example, the player may experience difficulty when attempting to lift a heavy boulder across a windy shaft with a jet pack, or of trying to keep a glass of water from spilling while being pushed around by a pestering bird. Development The game was designed and programmed by Peter Irvin (author of Starship Command) and Jeremy Smith (author of Thrust). Jeremy Smith died in an accident several years after Exile was published and it is his last known game. William Reeve executed preliminary conversions of the earlier 8-bit versions to the Amiga and Atari ST. These were then upgraded and completed by Peter Irvin and Jeremy Smith. Tony Cox did a preliminary conversion of the game from the Amiga to Amiga CD32. Paul Docherty was involved in the graphics for the Commodore 64 version and Herman Serrano created some of the artwork used in the game and manual. Henry Jackman composed the title music for the Amiga and Atari ST versions and Paddy Colohan remixed this for the CD32 release. The large subterranean world is procedurally generated.<ref name="exiledisassembly">{{cite web|url=http://www.level7.org.uk/miscellany/exile-disassembly.txt |title=Exile disassembly|quote=Published by Superior Software in 1988, Exile is widely regarded as the most technically advanced game released for the BBC Micro. Featuring an enormous procedurally generated landscape, a complete physics engine and a host of game elements to interact with, it remains unsurpassed in pushing the capabilities of the system to their limits. |access-date=2013-01-14 |publisher=level7.org.uk|date=2012}}</ref> This is achieved using a compact but highly tuned pseudorandom process with a fixed seed number to generate the majority of the caverns and tunnels – augmented with a few custom-defined areas. The later Amiga