Hewson consultants, £ 7.95, cass, joystick only{Note: The screen shots are fom the "metal edition"} |
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Downloads: Download and rename file from .zip to .prg! |
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Far, far into the future in a dim distant galaxy a fleet of Robo-Freighters were making their way to the Beta Ceti system when disaster struck. The ships ran into an unchartered field of asteroids and were bombarded by powerful radionic beams. While these rays didn't actually affect the ships In any way, the robots, and consequently the human crew members, weren't quite so lucky. It later arose that the robots' circuitry became scrambled whilst traveling through this field, rendering them hyperactive. This resulted in every living crew member in the fleet being eradicated by the now psychotic robots. | ![]() |
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To make matters worse, eight of the ships were last seen breaking away and heading for enemy space. Should the
Droids fall into enemy hands then they could be used against man to cause his ultimate downfall. The only way to
prevent such a disaster from occurring is by destroying every last robot present on the renegade freighters. A prototype Droid, known as the Influence Device, has been placed under your command and since docking was out of the question, it was beamed aboard the first ship, the Paradroid (hence the title of the game). This Droid is a effectively little more than a self-sufficient helmet, possessing its own power supply and armament. It has the unique ability of being able to temporarily take full control of any robot, maintaining all the working functions of its new found host In the process. Naturally the host robot objects to this "intrusion" and attempts to resume its normal operation. This leads to the device 'burning out', so in order to survive for any great length of time one must change hosts regularly. To do this one has to gain control of the relevant robot's microcircuits. Failure to do so results in the destruction of your 'host' and ultimately yourself. |
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By centering the joystick and holding down the fire button you enter Transfer Mode. This enables you to interface with a Droid of your choice by ramming it, and initiates the transfer sequence. On merging with a robot you are reminded of the device you currently control and informed of the one you wish to take over. You are then presented with two sections of circuitry containing twelve wires from both yourself and the target Droid. One must select which side, and therefore colour, is going to be advantageous before a timer counts down from 99 to zero. |
Some of the wires lead to a central bar composed of twelve blocks in one of three ways, while others, known as Terminators, don't actually reach at all. The object of the exercise is to set at least seven of the twelve blocks to your chosen colour within a given time limit of 99 units. This is done by strategically sending Pulses through the wires and Into the blocks, the quantity of which depends upon the class of robot in your possession. If neither Droid has the advantage at the end of a 'bout' then a Deadlock is called and the battle has to commence once more with different circuits. There's more sophistication involved than suggested here, but the game instructions covers the process adequately. Unfortunately, the Influence Device has some limited capabilities and it can only transmit details of its immediate surroundings back to your screen, ie anything within its own visual range. A large majority of the decks are larger than a single screen, so each is viewed through a multi-directional scrolling window. One critical defect of the optical sensors used in the Influence Device is that it can't see around corners, obstacles or through walls. This gives rise to what can best be described as a sort of three dimensional view in two dimensions.
There are several different deck layouts, most consisting of many smaller rooms with sliding doors that open when a Droid is in close proximity to them. Some sections are nothing more than a single location while others, such as the cargo bays, contain wide open spaces leaving you vulnerable to attack. There are eight lift shafts and many access points spread throughout the ship, allowing you to freely travel from floor to floor. |
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By logging on to one of the many consoles about the ship one can access the Droid Data Library. This contains useful information on all of the robots, including details on physical attributes, such as height, weight etc and other relevant characteristics. You are restricted though, in that you can only view data on robots of a lower rank than yourself, due to the fact that access is determined by the host Droid's security clearance. | ![]() |
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There are 24 different types of Droid, each with their own personality and these are divided into 9 classes: Disposa Robots, Servant Robots, Messenger Robots, Maintenance Robots, Crew Droids, Sentinel Droids, Battle Droids, Security Droids and the 999 Command Cyborg. The latter is the most powerful of all robots and can only be taken over for a very short period of time. There is only ever one Command Cyborg per freighter. The robots are represented on screen as a three digit number, the first showing the class of Droid and the other two merely indicating rank. While accessing the console it is also possible to view a plan of the deck you are currently inhabiting or a side elevation of the ship. The former shows all elevators, consoles and energisers present on the deck whire the latter is a simple representation of all decks and the lift shafts adjoining them.
Droids can be destroyed in one of three ways: by ramming, shooting or transferring. The first method is only really viable if you are in possession of a well armoured Droid, since you can be considerably weakened on ramming. Shooting is the quickest and easiest way of disposing of a Droid, higher ranks requiring many hits for complete destruction. Some Droids fire back so the utmost caution should be exercised when attacking one in this manner. Finally, the last approach, transferring, gives rise to a game of its own as previously mentioned. If you eliminate several Droids in a short period of time the alert status rise and then you can score more for each 'kill'. |
On completely clearing a deck of all Droid activity the lighting system shuts down, plunging the entire floor into
semi-darkness, and you receive a small bonus. When you finally clear all twenty sections of the ship you are given
a hefty bonus, a congratulatory message and you are beamed aboard the next freighter. Finish all eight freighters
and ... Well, any offers?![]() |
Presentation 100% Immaculate. Faultless in appearance and execution with excellent use of joystick. Graphics 97% Stunning bas-relief effect. Brilliant definition and use of colour all round. Sound 88% No music, but incredibly effective and atmospheric beeps, whoops and the like to compensate. Hookability 98% Virtually enforced addiction as you attempt to clear the first ship... Lastability 98% ... and once you've cleared that there are still seven more to go ! Value for Money 98% It's been worth the wait and it's definitely worth the money. Overall 97% THE classic shoot em up. |
Note : This article was original on Alex's "Brigadon - Zzap!64 Online" site, which has closed down while he's gone on a world trip and eventually planning to live and work in Dublin, Ireland. According to his farewell message on his site he gives premission to grab and download any pages of use. I tried to contact him directly to request premission to actually use those pages on this site, but as I found out from a friend of his, he'd left already. At the moment I'm going by this farewell message and assuming that it's okay to use his pages on this site. His site will be offline and these articles shouldn't be lost. Should he request it or his site comes back at a later stage, I'll delete these related files. |
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