

All organisation names in the game were created so as not to coincide with real-life companies. The simulated weather was the hardest feature to implement.

Puckett drew the maps of the game by hand. By November 1988, a substantial amount of programming had been completed. Before their assignment, they did have a keen interest in the Titanic ocean liner. Ĭoding the game required the help of Codesmiths programmers Jeff Jones and Sean Puckett. At the request of Robert Ballard, Intracorp changed it so that no treasure collecting occurred in the gameplay, in order to set a good example for players and future oceanographers. Woods Hole were keen on the idea of a video game based on their exploits and Intracorp got the required rights. He turned his attention to Woods Hole Oceanographic Institution, whom his brother Kenneth had worked with previously and were conveniently located near enough for him to contact on a daily basis. For this project he needed recent photos of the shipwreck and expertise from an oceanographer. It wasn't until June 1987, that Rothschild actually came up with an idea on the Titanic. He built up his inspiration from whatever literature and videos on diving and shipwrecks he could dig up. Being president of the large electronic company, Rothschild had access to a lot of multimedia.

President of Intracorp, Leigh Rothschild was fascinated by historical shipwrecks and earned a degree in history the University of Miami. Some of those shipwrecks include Spanish treasure and Noah's Ark. Problems can occur during the expedition including the crew's health declining, bad weather and running out of supplies and funds. The game includes 75 shipwrecks, over 100 maps and charts and 47 ports to stop at. Next the player navigates through the sea and finds a suitable place to dive and find a shipwreck. If that works out, the player needs the right equipment, adequate supplies, an ideal vessel and competent personnel on a limited budget. To gain funds, the player needs sponsorship with good reasons to carry out the voyage. The player has to build up reputation and resources by exploring sunken ships on an expedition to find the Titanic. Much of the gameplay is based on Robert Ballard's expedition. Versions for the Apple II and Amiga were planned, but never reached development (or just cancelled and not completed in the case of the announced Apple II port). It was released for MS-DOS compatible operating systems, then ported to the Commodore 64.
#DIVE TO THE TITANIC PC GAME SOFTWARE#
Search for the Titanic is a graphic adventure developed by Codesmiths and IntraCorp and published by its subsidiary Capstone Software in 1989.
