Deepcore
Drill down, haul ore up, spend it on going deeper. Something is waiting.
Classic mode keeps
| Classic | Modern | |
|---|---|---|
| stage | 550x400, integer scaled | fluid, min 550x400 |
| tick rate | 30 Hz | 30 Hz |
| saves | none — a run dies with the tab, as the original did without an account | fly up to the save bot, or dock at any shop; tunnels are not kept, as the original said |
| input | arrows or WASD, mouse for every screen | the same, plus gamepad and remapping |
| pause | P pauses | P pauses, and so does losing focus |
Guesses and liberties
- The stage size, block size, HUD layout, shop layouts and building order come from playing the original (see NOTES.md). The frame rate is still assumed to be 30.
- Feet per block is inferred from the depth readout, which is continuous; 12.5 fits best but was not measured cleanly.
- Fuel burn, thrust and drill speed are tuned to the original by feel and by the length of a tank, not measured.
- Ore values, weights and upgrade tables are sourced; the depth bands they spawn in are estimates.
- One upgrade price looks like a source error (Gigantic Bay at $50,000 breaks the ladder every other tier follows) and is treated as $5,000 pending confirmation.
- Two published figures for the depth of the bottom disagree (-7187 ft and "beneath -7300 ft"). Unresolved.
- The score per find was seen once (250 for a pale lump) and matches none of the published point values; the published table is used.