released by Gremlin. This disk required the original Utopia and could not be played as a stand-alone game. It included the following scenarios: Foralbo Parillatians Chevanno Old-Worlders Sarturians Sal-Kadeem Rako-Gorda Key-Guardians Darjakr'Ul Temarkians The "Old-Worlders" were said to be humans, coming from Earth's earlier attempt to colonize the same planet. In practice, they were handled just as another hostile alien race. The terrain of the Sal-Kadeem planet was unique in that it was mostly covered with silver-colored oil that was impossible to build on. Buildings were restricted to tiny patches of habitable land. Bugs It is possible to build Fusion Cruisers before they have been invented. In addition, this way they are free of cost, and only take one month to build. This can be done simply by clicking the empty space (where the Fusion Cruiser will appear when it has been invented) in the ship selection menu. If the player accesses a ship's control panel while the ship is launching, the ship will keep launching perpetually. This happens even if the player exits the panel immediately without giving the ship any orders. The ship will fly off the top of the screen and reappear at the bottom, corrupting the graphics and perhaps eventually crashing the game. Notes One of the four available background musics in Utopia is Johann Pachelbel's Canon in D, a classical melody. Utopia can handle a maximum of 256 buildings, 100 tanks and 40 spaceships at one time. Trying to build any more results in a message that simply says more cannot be built "yet". However, there is no apparent limit to the number of buildings in the SNES version. Development The Amiga version of Utopia began development in September 1990, and was released in September 1991. British gaming magazine The One interviewed Graeme Ing and Robert Crack, the designers of Utopia, for information regarding its development in a pre-release interview. Work on Utopia began after the completion of Spacewrecked: 14 Billion Light Years From Earth, and was inspired by Sim City. According to Ing, Utopia was conceived around the idea of how Sim City could be improved upon. The main differentiating design choice was to have a 'more involved' social model, rather than center Utopia's gameplay around the city-building aspect. Ing notes Utopia's hybridized mode of gameplay, noting Utopia's combat, and greater involvement in the development of technology that the player can use, but expresses