Paradroid

Paradroid is a computer game that was written in 1985 for the C64 by Andrew Braybrook and brought by Hewson Consultants to market; In 1990, the remake Paradroid 90 appeared for the Amiga ( also by Andrew Braybrook ). There are also two free versions of the game Paradroid that are released under GNU GPL.

Gameplay

In Paradroid it is the job of the player to clear a spaceship from robots, which you yourself also of such uses. The enemy robots have different strengths of speed, armor and firepower, weak service robots to strong security robots.

The robot of the player, with which the game is started, will influence the device (translated: influencing unit ) refers to the series 001. This is very weak in contrast to the enemy robots. He has the ability to interface with enemy robots to control them after a successful takeover. The player then has the same about the capabilities of the acquired robot. There are a total of 24 types of robots in ten classes. Enemy robots can either be taken over or destroyed by shelling or ramming. The respective odds of winning are dependent on the own robot class, which can be seen from the first of the three digits. To get to the takeover mode, the fire button must be pressed down while physical contact be made ​​with another robot. The game is done when all the enemy robots were destroyed in the spaceship. The ship has 16 decks, some of which have several separate sections. It also has eight elevators that have access to various decks. Is an entire deck of robots freed, the background turns gray. To solve the game is recommended to familiarize yourself with the structure of the spaceship, which is visible at the terminals. The difficulty levels of the individual decks are very different from what the players demanded a more systematic cleansing.

Takeover

For the successful adoption of a robot, the player has a small logic game insist on a wiring diagram. At the beginning of the player, the side (on the left is yellow, purple is the right ) to select the circuit. The circuit diagram is created by a random principle. There are lines here that can achieve by switching branches with an energy capsule two fields or vice versa need through line merges multiple capsules for activation. At the ends of the lines, the player utilizes so-called energy capsules in the form of triangles, which put the lines under power (if they are not interrupted ). The number of available energy capsules is dependent on the respective class robot. The rectangle on the center display lights up in the color of the player who takes the lead at the moment. The winner is the one who may have more than six fields in its color after the time. If activated, the average direction of the two sides in the same number of triangles (both six fields) after the time, there is a draw, and the acquisition is repeated with a new diagram. If the player when the time less than six fields, he loses the takeover and the current host robot is destroyed. If the player is not taking over the 001 -device, so the game is lost.

Reception

The game was catchy after Mathias Mertens. His tile - and -tube design offering perfect simplicity in buttery-soft scrolling. Everyone could choose a suitable for their own fighting style, favorite robot. Paradroid is an example of the emergence of early computer games for Mertens.

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