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- THE DOX FOR PARADROID 90..TYPED IN BY SCOOTER OF GENESIS
- ========================================================
- SCENARIO;
- IT IS THE YEAR 2390.A FLEET OF SPACE FREIGHTERS HAVE BEEN DESPATCHED TO THE
- FRONTIER WORLD WORLD OF BASMYTH IN RESPONSE TO URGENT CALLS FOR MILITARY
- ASSISTANCE FOLLOWING ATTACKS FROM THE BORDERING TRIMORG EMPIRE.THESE FREIGHTERS
- CARRY A SKELETON CREW BY VARIOUS DROIDS,RANGING FROM SIMPLE CLEANING ROBOTS TO
- COMPLEX CYBORGS CAPABLE OF PILOTING A SHIP.
- THE FREIGHTERS ARE CARRYING A CARGO OF BATTLE AND SECURITY DROIDS TO HELP IN
- THE DEFENCE OF BASMYTH.THREE DAYS AGO,SUB-SPACE MESSAGES WERE RECEIVED FROM TWO
- DISTRESS BEACONS LAUNCHED FROM THE FLEET.THE CREW OF THE U.S.F PARADROID
- REPORTED BEING SCANNED FROM AN UNCHARTED ASTEROID FEILD,MOMENTS BEFORE THE
- DROIDS IN THE CARGO DECK MYSTERIOUSLY ACTIVATED THEMSELVES,MINUTES LATER THE
- BRIDGE WAS UNDER ATTACK FROM THE BATTLE DROIDS,AND THE ONBOARD COMPLEMENT OF
- CREW ALSO BECAME HYPER ACTIVE. THE CAPTAIN OF THE U.S.F PARADROID REPORTED THE
- BRIDGE BULKHEAD DOORS HAD ALMOST BEEN BREACHED AND THAT THE REMAINING HUMAN
- CREW WERE UNABLE TO REACH THE SHUTTLE BAY TO ABANDON SHIP.
- SINCE THE MESSAGE WAS SENT THREE DAYS AGO,WE CAN ONLY FEAR THE WORST.IT IS
- ASSUMED THAT THE ROGUE DROIDS HAVE TAKEN OVER THE SHIP,POSSIBLY UNDER ALIEN
- CONTROL,AND WILL BE USED AGAINST THE FREE PLANETS.IT IS THEREFORE IMPERATIVE
- THAT THE FREIGHTERS BE STOPPED IMMDEIATELY .IT IS TO DANGEROUS TO BEAM MILITARY
- PERSONNAL ABOARD THE FREIGHTERS,BUT IT IS POSSIBLE TO USE TO USE MKII PROTOTYPE
- INFLUENCE DROID(I.D) IS A SMALL SELF-POWERED ANTI DROID UNIT. IT USES
- ANTI-GRAVITY GENERATORS TO HOVER ABOUT.IT CARRIES ITS OWN ARMAMENT, A LOW
- POWERED PLASMA BOLT SUFFICIENT TO DAMAGE OR DESTROY SMALL DROIDS,BUT UNABLE TO
- PENETRATE ARMOURED BATTLE DROIDS.HOWEVER,ITS MAIN FEATURE IS ITS ABILITY TO
- RENDER AN ENEMYS DROIDS BRAIN UNIT INOPERATIVE AND CONTROL THE DROID
- ITSELF,ABLE TO DIRECT ITS WEAPONS UNDER THE PROTECTION OF ITS ARMOUR.
- THE I.D IS ALSO ABLE TO RECHARGE ITSELF FROM THE DROIDS ENERGY BANKS BUT THE
- LIFE OF THE SLAVE DROID IS SEVERLY SHORTENED AS ITS BRAIN UNIT ATTEMPTS REGAIN
- CONTROL,INEVITABLY RESULTING IN BURNING OUT AND DESTROYING THE DROID. AT THIS
- POINT THE I.D BECOMES A FREE AGENT ONCE MORE.IN ORDER TO KEEP ITSELF CHARGED
- UP,THE I.D MUST CONTINUALLY GAIN CONTROL OF A NEW SLAVE DROID. MORE POWERFUL
- DROIDS ARE HARDER TO TAKE OVER,BUT OFFER A BETTER PLATFORM FOR TAKING OVER
- DROIDS. THE DROID LIBARY ON THE SHIPS ONBOARD COMPUTER CARRIES MORE INFORMATION
- ON THE DIFFERENT DROIDS LIKELY TO BE FOUND ON THE FREIGHTERS.
- CONTROL MODE;
- CONTROL IS BY KEYBOARD OR A JOYSTICK IN EITHER PORT,MOUSE CONTROL IS NOT
- SUPPORTED,SELECT THE CONTROL MODE BY PRESSING F1 TO BRING UP THE OPTIONS SCREEN
- AT ANY POINT DURING THE TITLE SEQUENCE. PRESS F1 AGAIN TO CYCLE THROUGH
- AVAILABLE MODES. OTHER OPTIONS SHOWN ON THIS SCREEN ARE DETAILED LATER.
- KEYBOARD CONTROLS ARE AS FOLLOWS;
- UP --- O P Q W 1 2 0 OR THE UP CURSOR
- DOWN --- L;A S OR THE DOWN CURSOR
- LEFT --- M , Z X OR THE LEFT CURSOR
- RIGHT --- . / C V OR THE RIGHT CURSOR
- FIRE --- ALT CTRL AND EITHER SHIFT KEY
- SEQUENCE OF PLAY;
- PRESS FIRE TO PLAY. THE INFLUENCE DEVICE IS BEAMED ABOARD THE SELECTED START
- SHIP, INITIALLY ONLY THE FIRST TWO SHIPS MAY BE SELECTED,BUT ANY SHIP REACHED
- MAY SUBSEQUENTLY BE SELECTED.
- THE I.D WILL MATERIALISE OVER ONE OF THE SHIPS TRANSMAT POITS. IT IS ARMOUR
- PROTECTED AND UNABLE TO FIRE FOR UP TO 4 SECONDS. YOUR TASK IS TO DESTROY ALL
- OF THE DROIDS ON THE SHIP BY SHOOTING,RAMMING OR TAKING CONTROL OF THEM, AS
- EACH DECK IS CLEARED,THE LIGHTS DIM ON THAT DECK TO INDICATE THAT NO OTHER
- DROIDS ARE PRESENT.
- YOU MUST USE THE LIFT NETWORK TO TRAVEL FROM DECK TO DECK AND FINALLY RETURN TO
- ANY TRANSMAT POINT AND BEAM OUT ONCE ALL THE DROIDS ON THE SHIP HAVE DESTROYED.
- THE INFLUENCE DEVICE;
- THE INFLUENCE DEVICE (I.D) IS MOVED AROUND THE DECK IN ALL DIRECTIONS BY
- POINTING THE JOYSTICK (OR KEYBOARD EQUIVALENT) IN THE REQUIRED DIRECTION.TO
- FIRE THE PLASMA BOLT,JAB THE FIRE BUTTON WHILE POINTING IN THE RIGHT DIRECTION.
- IT WILL NOT FIRE WHEN THE JOYSTICK IS CENTRED FOR TOO LONG.
- ADDITIONAL FUNCTIONS ARE CARRIED OUT BY HOLDING THE FIRE BUTTON DOWN WHILE THE
- JOYSTICK IS CENTRED.THIS IS `TRANSFER MODE`,AND IS SHOWN BY A SPARK EMANATING
- FROM THE I.D. ONCE THE SPARK IS VISIBLE THE I.D CAN NOW MOVE AROUND IN THIS
- MODE,PROVIDING THE FIRE BUTTON IS HELD DOWN.
- FROM THE TRANSFER MODE YOU CAN; 1. ATTEMPT TO TAKE CONTROL OF OTHER DROIDS BY
- TOUCHING THEM WITH THE SPARK.
- 2. ACCESS THE SHIPS ONBOARD COMPUTER FOR EXTRA
- INFORMATION.
- 3. OPERATE THE LIFTS TO MOVE TO OTHER DECKS.
- DROIDS;
- EVERY DROID CARRIES AT LEAST ONE METHOD OF SENSING THE PLAYER,AS DETAILED IN
- THE DROID LIBRARY. MOST DROIDS HAVE TRUE VISUAL AWARENESS,AND WILL SEE THE I.D.
- IF IT IS WITHIN ITS ANGLE OF VISION AND WITHIN ITS DISTANCE LIMIT. SOME DROIDS
- HAVE NARROW ANGLED VISION,SOME WIDE, AND SOME QUITE SHORT DISTANCED.
- DROIDS WITH AURAL SENSORS WILL ONLY REACT IF THEY HEAR THE I.D. FIRING OR IF
- THEY HEAR THE TRANSFER SPARK.SOME DROIDS CARRY RADAR SENSING EQUIPMENT AND CAN
- DETECT THE I.D. ANYWHERE IN THE VICINITY.
- WEAPONS;
- MANY DROIDS CARRY OR ARE FITTED WITH WEAPONS. ONCE SUCCESSFULLY TRANSFERRED TO
- SUCH A DROID YOU MAY THEN FIRE IT`S WEAPON. THE WEAPON WILL ALWAYS FIRE IN THE
- DIRECTION THE DROID IS FACING,REGARDLESS OF THE JOYSTICK DIRECTION.
- TWO DROIDS ONLY CARRY A HEAD MOUNTED WEAPON,WHICH MAY BE FIRED IN ANY
- DIRECTION,DEPENDING ON THE JOYSTICK.AND IT IS THEREFORE INDEPENDENT OF THE
- DROIDS ACTUAL FACING DIRECTION. THE WEAPON WILL NOT FIRE IF THE JOYSTICK IS
- CENTRED.
- SOME DROIDS CARRY NO WEAPONS AT ALL,IN WHICH CASE THE INFLUENCE DEVICE`S OWN
- WEAPON IS USED,WHICH BEHAVE LIKE A HEAD MOUNTED WEAPON.
- DISRUPTORS;
- ONE DROID CARRIERS A SONIC DISRUPTOR,THIS DAMAGES ALL SUSCEPTIBLE DROIDS IN THE
- VICINITY OVER A SHORT PERIOD OF TIME.WHEN FIRED IT TAKES TIME TO BUILD UP,THEN
- DISCHARGES,IT TEMPORARILY SCRAMBLES THE DROIDS BRAINS.IT HAS NO EFFECT ON
- HUMANOIDS,AND SOME DROIDS HAVE PROTECTION CIRCUITS.
- POWER DOWN;
- WHEN ALL DROIDS,BUT NOT NECESSARYILY RAIDERS,ARE DESTROYED ON DECK,THE ONBOARD
- COMPUTER SHUUTS DOWN THE LIGHTS ON THAT DECK,AND BONUS POINTS ARE AWARDED. WHEN
- THE FINAL DECK IS CLEARED,A MESSAGE WILL INDICATE THIS AND YOU SHOULD PROCEED
- TO A TRANSMAT TO BEAM OFF THE SHIP.
- ENERGY;
- THE INFLUENCE DEVICE`S CAPACITY TO HOLD ENERGY IS SLOWLY REDUCED AS TIME GOES
- BY,AS INDICATED BY THE INNER DARK BAR OF THE ENERGY DISPLAY AT THE TOP RIGHT
- OF THE SCREEN. THE ACTUAL AMOUNT OF ENERGY HELD IS SHOWN BY THE OUTER BRIGHT
- BAR OF THE ENERGY DISPLAY. THIS WILL NORMALLY OBSCURE THE INNER BAR,BUT DAMAGE
- INCURRED DURING THE GAME FROM ENEMY SHOTS OR RAMMING WILL REDUCE THE OUTER
- BAR. TO RESTORE THIS ENERGY IT IS NECESSARY TO STAND UNDER AN ENERGISER,AN
- OCTGONAL PULSING DEVICE,WHICH ARE LIBERALLY SPREAD AROUND THE SHIP.WHEN A DROID
- APPROACHES,A RING OF ROTATING LIGHTS ACTIVATES AND ENERGY IS GAINED,UP TO THE
- MAXIMUM CAPACITY FOR THE DROID. NOT THAT THE ENERGISER MAY BE DESTROYED BY
- GUNFIRE,PREVENTING OTHER DROIDS USING IT.
- THE ONLY WAY THE I.D CAN RESTORE ITSELF TO FULL CAPACITY IS BY TEMPORARILY
- TAKING CONTROL OF ANOTHER DROID. THIS GIVES IT TIME TO REPLENISH ITSELF ON THE
- HOST DROIDS ENERGY SUPPLY.
- TRANSFER GAME;
- THE TRANSFER GAME INVOLVES THE I.D. FIGHTING THE TARGET DROID FOR OVERALL
- CONTROL. THE CENTRAL CONTROL BAR IS SPLIT INTO 14 ELEMENTS,INITIALLY SET TO
- ALTERNATING YELLOW AND ON THE FIRST SHIP,RED ELEMENTS.TIMER INDICATORS-STRADDLE
- THE CENTRAL BAR,AND VARIOUS WIRES LEAD FROM EACH SIDE OF THE BAR TO TWO
- OUTSIDE TRACKS.
- YOU HAVE A FEW SECONDS TO SELECT WHICH SIDE TO WISH TO PLAY ON,WHILE THE TIME
- INDICATORS RISE FROM THE BOTTOM OF THE CENTRAL BAR TO THE TOP,YOUR DROID AND
- TARGET DROID ARE SHOWN ON THE RELEVANT SIDES AT THE TOP.MOVE THE JOYSTICK LEFT
- OR RIGHT TO SELECT YOUR SIDE.INITIALLY YOU ARE ON THE LEFT(YELLOW) SIDE.WHICH
- SIDE YOU SELECT WILL DEPEND ON THE ARRANGEMENT OF THE WIRES AND CIRCUIT
- COMPONENTS ON EACH SIDE.ONCE YOU HAVE SELECTED THE SIDE TO PLAY ON,THE TIMER
- WILL REACH TO THE TOP AND BEGIN TO COUNT DOWN.YOU HAVE UNTIL THE TIMER REACHES
- TO BOTTOM TO GET THE MAJORITY OF THE CENTRAL BAR ELEMENTS OVER TO YOUR COLOUR
- BY FIRING YOUR PULSERS,SHOWN ON THE VERY OUTSIDE OF THE LAYOUT. THIS TRANSMITS
- POWER OF YOUR COLOUR THROUGH THE CIRCUIT TO THE CENTRAL BAR,CHANGING THE COLOUR
- OF THE CENTRAL ELEMENT OR ELEMENTS REACHED TO YOUR COLOUR.THE SPARK UNDER TO
- DOME AT THE TOP OF THE CENTRAL BAR SHOWS THE COLOUR OF SIDE CURRENTLY HOLDING
- THE MOST ELEMENTS. THE MORE POWERFUL THE DROIDS INVOLVED, THE MORE PULSERS YOU
- GET TO START WITH.
- PULSERS ENTER THE SIDE TRACKS FROM THE TOP AND MAY BE MOVED UP AND DOWN WITH
- THE JOYSTICK.PRESS FIRE AND THE PULSER MOVES FORWARD AND TRANSMITS POWER ALONG
- THE WIRE FOR A FEW SECONDS BEFORE IT BURNS OUT.VARIOUS COMPONENTS MODIFY THIS
- POWER ALONG THE WAY TO THE CENTRAL BAR,AND SHOULD BE TAKEN INTO ACCOUNT WHEN
- CHOOSING WHICH LINES TO FIRE ALONG,THESE ARE;
- 1. SPLITTERS - POWER BRANCHES OUT INTO 2 PATHS
- 2. JOINERS - POWER MUST ARRIVE AT BOTH INPUTS TO ALLOW POWER THROUGH.
- 3. AUTO-PULSERS - ONCE ACTIVATED BY POWER,THESE WILL CONTINUE TO PRODUCE POWER
- ON THEIR OWN UNTIL THE END OF THE GAME.
- 4. TERMINATORS - POWER CANNOT PASS THROUGH AND IS WASTED.
- 5. COLOUR SWITCHES POWER IS CONVERTED TO THE OPPONENTS COLOUR.
- THESE COMPONENTS MAY BE ARRANGED IN VERY COMPLEX WAYS,BUT IT IS USUALLY BEST
- TO PICK THE SIDE WITH THE MOST SPLITTERS AND AUTO PULSERS AND AVOID TOO MANY
- JOINERS AND COLOUR SWITCHERS.
- SUCCESFUL TAKEOVER OF THE MAJORITY OF THE CENTRAL BAR AT THE END OF THE GAME
- WILL ENABLE THE I.D. TO `HOP OVER` TO TARGET DROID,AND THE PREVIOUS HOST,WILL
- BURN OUT AND BE DESTROYED.FAILURE TO TAKEOVER A DROID WILL RESULT IN THE
- DESTRUCTIONOF THE TARGET DROID,AND THE I.D.`S CURRENT HOST,IF PRESENT.IF THE
- I.D. WAS FIGHTING THE TRANSFER GAME ALONE AND LOSES IT WILL BE DESTROYED AND
- THE WHOLE GAME IS OVER.IN THE EVENT OF BOTH SIDES HAVING AN EQUAL CONTROL OF
- THE CENTRAL BAR,AND THE DEADLOCK OCCURS THE TRANSFER IS REPLAYED.
- CHANGING DECKS;
- THE LIFTS MAY BE ACCESSED BY STANDING UNDER A LIFT CONTROLLER AND ACTIVATING
- TRANSFER MODE,THE SCREEN WILL DISPALY A SIDE VIEW OF THE SHIP,HIGHLIGHTING THE
- DECK YOU ARE CURRENTLY ON AND THE LIFT SHAFT YOU ARE SITUATED IN.MOVE THE
- JOYSTICK UP AND DOWN TO CHANGE DECKS,AND PRESS FIRE WHEN THE REQUIRED DECK IS
- HIGHLIGHTED.
- CONSOLE ACCESS;
- APPROACH A CONSOLE AND ITS SCREEN WILL LIGHT UP.ACTIVATE TRANSFER MODE AND THE
- ONBOARD COMPUTER WILL BE ACTIVATED. YOU WILL SEE A MENU SCREEN WITH 5
- OPTIONS,ACCESSED BY MOVING THE JOYSTICK UP/DOWN AND PRESSING FIRE ON THE
- REQUIRED OPTION.
- 1. LOG OFF - RETURN TO THE GAME
- 2. SHIP DATA - SHOW A SIDE VIEW OF THE SHIP AND OVERALL SHIP STATUS
- 3. DECK DATA - SHOW A PLAN VIEW OF THE CURRENT DECK AND DECK STATUS
- 4. DROID LIBRARY - ACCESS DATA ON ALL DROIDS
- 5. IN GAME STATISTICS- SHOW CURRENT GAME DATA
- SHIP DATA;
- THE SHIP NAME AND OUTSIDE VIEW OF THE SHIP ARE SHOWN.MOVE THE JOYSTICK
- LEFT/RIGHT FOR A DETAILED DISPLAY.NOTE THAT SOME OF THE DECKS ARE BEHIND OTHERS
- AND ARE ONLY SHOWN WHILE THE DECKS ARE BEING DRAWN.THE DECKS ARE COLOUR CODED
- AS FOLLOWS;
- YELLOW -- CURRENT DECK,NO OTHER DROIDS
- BROWN -- NO OTHER DROIDS ON DECK
- PINK -- CURRENT DECK-NOT YET CLEARED OF DROIDS
- RED -- NOT YET CLEARED
- THE PINK AND THE RED WILL BE DIFFERENT COLOURS ON SHIPS OTHER THAN THE
- FIRST.MOVE THE JOYSTICK LEFT/RIGHT TO TOGGLE BETWEEN THE TWO DISPLAYS. AND
- PRESS FIRE TO RETURN TO THE MENU.
- DECK DATA;
- A SMALL SCALE PLAN OF THE DECK IS SHOWN.YOUR CURRENT POSITION ON THE DECK IS
- MARKED AND INFORMATION IS GIVEN REGARDING THE NUMBER OF DROIDS REMAINING ON THE
- DECK AND SHIP.PRESS FIRE TO RETURN TO THE MENU.
- DROID LIBRARY;
- MOVE THE JOYSTICK LEFT/RIGHT TO VIEW EACH DROID IN TURN.ONLY THOSE DROIDS EQUAL
- TO OR LOWER THAN YOUR CURRENT HOST DROID`S SECURITY CLEARENCE MAY BE VIEWED.TO
- VIEW MORE DATA ON A PARTICULAR DROID,MOVE THE JOYSTICK UP/DOWN.PAGES OF TEXT
- WILL BE SHOWN,ONE AT A TIME.PRESS FIRE TO RETURN TO THE MENU.
- STATISTICS;
- SOME IN GAMES STATISTICS ARE PROVIDED FOR YOUR CONVENIENCE.THE STATISTICS FOR
- THE PREVIOUS GAME MAY ALSO BE VIEWED BY PRESSING F9.DURING THE TITLE
- SEQUENCE.PRESS FIRE TO RETURN TO THE MENU.
- ALERT STATUS;
- DESTRUCTION OF DROIDS BY ANY MEANS RESULTS IN THE ALERT STATUS OF THE SHIP
- ARISING.THIS SLOWLY REDUCES WITH TIME.BY DESTROYING LOTS OF DROIDS QUICKLY IT
- IS POSSIBLE TO CHANGE THE ALERT STATUS FROM NORMAL GREEN TO YELLOW,AMBER OR
- EVEN RED. THIS INCREASED ALERT STATUS YEILDS BONUS POINTS EACH TIME THE ALERT
- LIGHTS FLASH AND THE ALARM SOUNDS.
- RAIDERS;
- RAIDERS MAY BEAM INTO THE FREIGHTER AT ANY TIME.THE ONBOARD COMPUTER SOUNDS A
- WARNING KLAXXON AS THE RAIDERS SHIP APPROACHES.THE RAIDERS WILL BEAM IN,LOOKING
- FOR THINGS TO STEAL AND DESTROY.IT IS IMPERATIVE THAT THEY ARE ELIMINATED
- QUICKLY,ALTHOUGH ONLY DROIDS NEED TO BE CONSIDERED TO COMPLETE THE SHIP.
- CONVENIENCE KEYS;
- DURING THE GAME PRESS `HELP` TO PAUSE,THE `HELP` OR FIRE TO RESUME GAME.
- DURING PAUSE MODE PRESS `ESC` TO QUIT GAME.YOU CAN PAUSE THE GAME WHEN
- IN THE TRANSFER GAME.
- DURING THE TITLE SEQUENCE;
- F1. CHANGE CONTROLS BETWEEN JOYSTICK OR KEYBOARD.
- F2. SELECT START SHIP(ANY PREVIOUSLY VISITED SHIP MAY BE STARTED ON)
- F3. SWITCH THE TRANSFER GAME ON/OFF
- F4. VIEW PREVIOS GAME STATISTICS.
- HINTS AND TIPS;
- SOME DROIDS CANNOT BE TRANSFERRED TO.DONT JUST DESTROY ALL EASY DROIDS EARLY
- ON,YOU MAY NEED THEM LATER ON,WHEN YOU GET INTO TROUBLE ON A DIFFICULT DECK.
- IF YOUR HOST DROID IS BLOWN UP,USE THE 4 SECONDS OF ARMOUR PROTECTION WISELY,IT
- IS BETTER TOESCAPE AND RETURN TO FIGHT LATER THAN STRUGGLE ON.
- ....................THE END..TYPED IN BY SCOOTER-GENESIS.......................
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