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- ParaDroid_II
-
- THE STORY SO FAR ...
-
- You've entered a world of the future ... A world where most of
- the physical and menial tasks of everyday life are performed by
- automated robots. A world where even wars are fought not by
- men, but by the mechanized metallic androids created by men. A
- world in which all hell is about to break loose.
-
- While attempting to make contact with an alien race, the main
- exploration and defense armada of the Galactic Confederation
- was intercepted by a small probe. This probe emitted extremely
- high concentrations of radiation, of such magnitude and power
- our sensors could not identify it. The radiation quickly
- penetrated and deactivated all defensive shields. Soon after,
- we lost contact with the entire armada. The last reports
- indicated that every electrical system had gone crazy -- acting
- sporadically in an unpredictable manner. These systems,
- unfortunately, included all the robots as well as all ship
- guidance systems. The last known position of the armada was in
- the Omega Quadrant, heading toward an uncharted area of the
- galaxy.
-
- There is only one opportunity left for us to recover our fleet.
- One outpost lies on the edge of the Omega Quadrant. The last
- known trajectory of the armada crosses within teleportation
- distance of the outpost. Over the course of the last week, we
- at Galactic Central have devised a plan.
-
- A new robotic control device has been created by our top
- scientists - one which should be impervious to all forms of
- radiation. This device, controlled remotely with a time/space
- distortion beacon, is equipped with anti-gravity thrusters and
- a small laser. Although small and extremely defenseless to most
- modern weapons, its power lies in its ability to override a
- robot's multi-processor control unit, rendering the robot
- immobile. Once the robot's brain has been disconnected from
- its body, the remote control device can tap into the robot's
- controls and serve as a substitute brain.
-
- Your objective will be to control the unit remotely from the
- outpost. The outpost is equipped with high-emission disruptors
- that can be used to punch a hole in one of the lesser ship's
- shields. A burst will be fired off as the armada passes by,
- and we should be able to teleport one or possibly two control
- units onto the ship. Once aboard, you are to destroy all
- resistance so that the ship may be safely boarded by humans and
- its guidance systems returned to normal. Once a ship is cleared
- of all robot activity, you will be able to teleport to the next
- ship in the same manner as with the outpost, only using the
- ship's disruptors and teleporter instead of the outpost's. In
- order for humans to be able to safely board and control the
- ship, you must destroy the central command robot on the bridge
- of each ship. Good luck.
-
-
-
- SETTING UP THE GAME ...
-
- ParaDroid_II will look for two sub-directories in the directory
- ParaDroid_II is in - the `snd' and the `CTables' directories.
- The CTables subdirectory should have six files in it, named
- `Weapon0.ctb' - `Weapon5.ctb'. The `snd' directory should have
- the following sound files in it:
-
- background.snd bg.saucer0.snd elevatoron.snd
- bg.body0.snd bg.saucer1.snd elevatorup.snd
- bg.body1.snd bg.saucer2.snd energizer.snd
- bg.body2.snd bg.saucer3.snd explosion.snd
- bg.body3.snd bg.warp1.snd minilaser.snd
- bg.body4.snd bg.warp2.snd nodeshot.snd
- bg.body5.snd cleared.ship.snd shutdown.snd
- bg.bridge.snd collision.snd transfer.init.snd
- bg.neck1.snd damage.snd transfer.no.snd
- bg.neck2.snd disruptor.snd transfer.start.snd
- bg.neck3.snd elevatordown.snd transfer.yes.snd
- elevatoroff.snd
-
- I suppose that if you don't like the sounds, you can replace
- them, but be ABSOLUTELY SURE that you use IFF sound files -
- anything else and the game will mose likely guru, or sound very
- funny.
-
- ParaDroid_II uses no libraries, no devices, no multi-tasking,
- and no strange commands. So it should be very easy to run, and
- should NOT guru (unless one of the sound files isn't an iff
- file).
-
- You will be able to play the full version of ParaDroid_II if
- your Amiga has one meg of chip ram or more, and some fast ram.
- If you have 512K of chip ram and 512K of fast ram, you'll only
- be able to play ParaDroid_II in one player mode, and the
- majority of sound effects will not be used (boo-hoo). You will
- also experience a reduced weapon-collision detection effect -
- some weapons will look like they grazed an enemy robot, but
- they will not hit. This reduced detection isn't very
- noticeable, however, especially when your robot is careening
- around a corner with a dual plasma discharge right up his
- motivators. Other than that, gameplay is the same. You're
- really missing out on the game if you don't have 1 meg of chip
- ram - without all the sounds, the game's just not the same.
-
- To start ParaDroid_II on an Amiga with 512K of chip ram and
- 512K of fast ram, execute the following script (I have included
- a copy for your pleasure)...
-
- Stack 8192
- RunBack ParaDroid_II
- EndCLI >nil:
-
-
-
- PLAYING THE GAME ...
-
- It's easy to start this game - double click on the icon. If
- you're going to start it from a command shell, you will need to
- run ParaDroid_II as a background task, and close the shell when
- the program prompts you to. ParaDroid_II closes the WorkBench,
- since it needs all the chip memory it can get. Once all the
- support files have been loaded, you will be prompted with the
- main menu. Select one or two players with the joystick in port
- 2. If you're playing one or two player mode and another person
- wants to join in, he can grab the joystick in the other port
- and hit the button. To make things a little tougher, this can
- only be done three times per player before the game must be
- re-started from the beginning.
-
- If you don't use the icon to start ParaDroid_II, be sure that
- the stack is set to at least 8192 bytes, or the program WILL
- crash.
-
- Objective:
- Your objective is simple - destroy everything, except the
- other player. You can destroy an enemy robot in one of
- three ways - shoot him or cause him to be shot by an
- enemy, run into him and beat him up, or transfer into an
- enemy robot. The higher your score, the better you're
- doing.
-
- Robots:
- Robots are classified numerically from 007 to 999. The
- higher the classification, the more powerful the robot.
- Each robot has a certain weapon recharge rate (even if it
- isn't armed), a certain armor rating, a certain amount of
- power, a certain acceleration and maximum speed, and a
- certain number of node shots. The 007 unit is the control
- device unit. You start the game with the 007, and remain
- in control of this unit at all times - it attaches itself
- to other robots as you control them.
-
- Weapons:
- There are seven different types of weapons. The bigger
- the weapon looks when it is fired, the more powerful. You
- get bigger weapons when you transfer into a robot that
- is equipped with one. You may fire a weapon by pressing
- the joystick in some direction and hitting the fire
- button. Once a weapon has been fired, it will take a
- little time for the weapon to recharge before it can be
- fired again. Different robots have different recharge
- rates, so watch for robots with fast rechargers. You can
- tell when your weapon has recharged by looking at the
- gauge in the upper left hand corner of your console
- display. When the gauge is full of green, it's time to
- fire again.
-
- Disruptors are a different kind of weapon. A disruptor
- appears as a flash on the screen, and sounds pretty
- weird, kind of like a Romulan disruptor or something.
- Disruptors damage anything that is in sight of the robot
- firing the disruptor. There are several robots that are
- immune to disruptor fire - most upper level robots, and
- the 409 and 666 class robots. Any robot not immune to
- disruptor fire stands little to no chance against a robot
- equipped with one.
-
- When hit by a weapon, robots lose power. If you are in
- control of a robot and his power reaches zero, the 007
- unit will abort control of the robot and fly away as the
- robot dies. Once the 007's power reaches zero, you're
- dead.
-
- Collisions:
- When your robot and an enemy robot collide, they overlap
- and begin fist-fighting with one another. Sometimes it's
- hard to break this up - you'll encounter resistance as
- you try to break away. As they fight, power is lost in
- both robots. The bigger robot (the one with the higher
- Armor rating) will generally win a sustained fight.
-
- Transfers:
- The most complicated and important part of this game is
- transferring - the process through which your control
- unit attempts to disconnect the robot's `brain' from his
- control circuitry and connect itself to it instead. You
- enter transfer mode by holding down the button WITHOUT
- moving. Once the Transfer gauge fills up green, you may
- start moving, while holding the button down. Releasing
- the button will abort transfer mode. While in transfer
- mode, touch the enemy robot you want to take over. The
- grid then appears as a 3-d group of wires leading to
- twelve boxes in the center. Whoever has more boxes in
- the center that are his color wins. You control the side
- closest to you, and the computer controls the other side.
- Your color is light blue, and the enemy's is dark blue.
- As soon as you enter transfer mode, let go of the button.
- The transfer gauge will begin unfilling. During this
- time, you can switch sides by pushing the joystick up.
- Once you've got the side you want, hit the button or wait
- until the transfer gauge unfills. Then, a gong will go
- off and the battle will begin. You have a certain number
- of node shots, displayed on the bottom of the screen.
- Move the joystick right and left across the nodes and
- wires to a wire that goes directly to a box. Hitting the
- button connects the node to the wire, and (hopefully) to
- a box in the middle. Some wires branch, so you can
- control two boxes with one node shot. Other boxes take
- two or three nodes connected up to make the box your
- color. Nodes last only a short time before their power
- is expended, so if you and the computer connect to the
- same box, whoever connected to it last will control it.
- Once the transfer gauge is filled again, transfer mode
- ends. Whoever controls more boxes in the middle wins.
- If you each control six, a tie is declared and you try
- again with a different wire configuration. The more boxes
- you control, the better.
-
- Once you have control of the enemy robot, he will respond
- to your commands just like the 007 does. However, you may
- notice a small but consistent power drop. This power drop
- is caused by the enemy robot's brain - any boxes he still
- controls by the end of transfer are linked to functions
- of the robot. The enemy robot brain uses these links to
- fight against your control, resulting in a gradual power
- drop. The more boxes the enemy robot controls, the faster
- the power drop will be. If you control all twelve boxes
- by the end of transfer mode, the enemy robot's brain has
- been successfully disconnected completely from its body,
- and there will be no gradual power drop at all.
-
- While in transfer mode, you cannot be damaged by any
- attacking robot or weapon. This is accomplished by a
- special feature of the 007 - it taps into the power
- supply of the robot it controls and uses the power as a
- high-energy deflector shield. Unfortunately, this high-
- energy output places a great deal of strain on the
- robot's power supply, so the power supply is completely
- burned out by the time the transfer is complete. So the
- last robot under the 007's control is dead when you
- transfer to a new robot. When transferring from a 007 to
- any other robot, the 007 has to use its own power supply
- to provide the shield. If transfer is successful, the
- 007 can replenish its own power supply from the newly
- acquired robot. If transfer fails, the 007's power
- supply dies.
-
- Turbolifts:
- Turbolifts are used to get from level to level. A
- turbolift looks like a sealed door with a round unsealing
- wheel, much like the doors on submarines. To use a
- turbolift, position your robot on top of the turbolift
- (you may find it easier to position him a little to the
- right and down, making sure that the upper left hand
- corner of your robot is over the turbolift), and hitting
- the button without moving the joystick. Once on the
- turbolift, you will see a door colored the same as the
- level. Pushing the joystick up or down will move to the
- next level, and the color of the door will change to
- correspond with the color of the new level. When you
- reach the level you wish to enter, hit the button. There
- are many turbolift shafts, so you may have to use several
- to get around the ship. The layout of the ship itself is
- left as a bit of a mystery; that's for you to explore and
- discover for yourself.
-
- Energizers:
- Energizers replenish your power supply. They also
- diminish your score while they're used. If you have a
- score of zero, you cannot use an energizer. An energizer
- looks like a pulsating star-like blob. To use an
- energizer, simply move the robot you control onto the
- energizer until your power supply gauge is full or nearly
- full. If the robot you control is deteriorating and you
- are on top of an energizer, your score will continuously
- go down until you move off the energizer, because the
- power lost from the deterioration is immediately replaced
- by the energizer. So, when you re-energize, re-fuel your
- power supply to full and then get off the energizer as
- soon as possible.
-
- Consoles:
- Consoles can be used to see a map of the level you're on
- and to obtain specifications on any of the robots, up to
- the numerical classification of the robot you control.
- Consoles look like, well, a console, facing one of the
- four main directions. To connect to a console, move
- close to the console (make sure the upper left hand
- corner of your robot is in the same square as the
- console), and hold the button down while not moving the
- joystick. Once the transfer gauge reaches one fourth of
- the way to full, you will have connected to the console.
- Connecting takes some time because an interface must be
- attained and a power grid must be connected. While using
- a console, your robot cannot be damaged - the 007 taps
- into the power from the ship via the power grid
- connection, and uses the power boost to energize the
- high-energy deflector shield normally used during
- transfer. Once connected, you will see a computer console
- (an Amiga, of course), with three buttons on the screen.
- Select one of the buttons by moving the joystick up and
- down to highlight your selection, then pressing the
- button. When you are done using the console, select the
- Quit button.
-
- Levels:
- Each level of the ship contains different classes of
- robots. Some levels contains low level robots, some
- contain middle range robots, some contain high level
- robots, and some can have any robot there is. Once a
- level has been cleared of all robots, its color will turn
- to dark grey and no enemy robots will ever be found on
- that level again. No robots are permitted to use the
- turbolifts except the 007 and 007-controlled robots,
- unless directly ordered to; and since they don't take
- orders anymore, they won't change levels.
-
- The one level you MUST clear off as soon as possible is
- the bridge. You will recognize the bridge by its color -
- it's crimson red. You will also find the two deadliest
- robots on this level - the 911 and the 999. The 999 is
- the central command robot - and he's mean. The 911 is
- the `personal bodyguard' of the 999, and he will stop at
- nothing to ensure your destruction.
-
- Hints:
- Transfer often - your score will suffer if you use the
- energizers a lot. This will also provide you with a lot
- of practice transferring. And if you can't get the hang
- of transfer mode right off the bat, don't panic- it takes
- time. Pretty soon you'll figure out how to pick which
- side will get the best results (it depends on how many
- node shots your robot has), and how to beat the computer
- at the intricacies of transfer mode.
-
- Concentrate on increasing the classification of the robot
- you control to the highest you can possibly get.
- Controlling the 999 or an 896 is the best strategy if you
- want to win. Don't be hasty - playing conservatively is
- a prudent choice. Work your way up gradually - my
- favorite method is starting with the brown or earwax-
- yellow level and transferring into a 199 or a 176, then
- to the light purple level for a 345 or a 369, then to the
- bright yellow level for a 488, then up one of the
- shafts near the right end (the rear of the ship) on the
- top or bottom wall to the medium purple level (it's very
- long and narrow) for a 500 or 600 class robot, then to
- the level just below it (the deep purple level) for a
- 721, then to the orange level just below the bright
- yellow level for an 817 or a 777, then to the bridge for
- the 999.
-
- If you have a 999 and it's deteriorating fast, find an
- 896 and take it over. Chances are, with all the node
- shots the 999 has, you'll get better control of the 896.
- If you've got a 999 and it's not deteriorating, hold onto
- it!!!
-
- If you have two players, gang up on the big guys. Enemy
- robots only fire at you when they can see you. If one
- player concentrates on dodging shots, the other can stay
- out of sight and nail the enemy from a distance.
-
- Don't go onto a level with 700+ robots unless you have a
- robot of a higher class, or a 409 or a 666. The disruptor
- fire from the 700 class robots will ALWAYS kill you fast.
-
- Try not to mess with the 911; in a dogfight, he'll almost
- ALWAYS win. A 999 or an 896 are the best weapons against
- the 911, but even though they have excellent weapons, the
- 911 has a FAST weapon recharge rate. Best to nail him
- from a distance.
-
- Transfer with a lot of different robots. Each robot has
- at least one good thing about him. You may prefer a fast
- weapon recharge to speed, or faster speed over a powerful
- weapon.
-
- DO NOT clear off the lower levels (the ones with 100-300
- class robots) until the rest of the ship is cleared. Not
- only is killing helpless robots easy, it's silly. In the
- event that you get killed and lose control of a big
- robot, you'll need to start from scratch and work your
- way up. Once the levels with the hefty robots are
- cleared, clean up the ship by removing the small robots
- with a big one you control. You'll find it's easier,
- faster, and more entertaining. Nothing quite like running
- around in a 999 or an 896 picking off little 333's and
- running over 069's!!!
-
-
-
- OTHER INFORMATION ...
-
- Greetings from the beautiful Rockies in Colorful Colorado!!!
-
- This program is for you to play and enjoy. You may copy it,
- distribute it for a nominal fee (no more than $6), share it
- with your friends, put it on your hard drive and worship it, or
- put it in your archives and never look at it again. Hopefully
- you'll enjoy it as much as I do. I will not and cannot be held
- liable for any damage or loss caused by this program, so be
- careful with your joysticks. This program may be distributed
- as long as this documentation file accompanies the executable,
- and all the support files are included in the distribution
- intact.
-
- If you like this program and would like to see more, feel more
- than welcome to send me a check or money order. Cash is okay
- too, but t'isn't a good idea to send cash through the mail. I'm
- hoping to get a positive response from everyone out there in
- Amigaland, so I can be sure that programming software for this
- incredible machine is worthwhile. If you can't afford money,
- send me a postcard or a letter or an e-mail message and let me
- know what you think about ParaDroid_II. It would be nice to see
- just how many Amiga users there are that respond to starving
- young college students in need of financial and moral support.
- If I get a decent response and some good suggestions, I'll
- probably make an update and send it out to anyone who sent me
- fundage.
-
-
-
-
- L-8-R Daze,
-
-
- Marc S. Seter
- 1275 West 4th Avenue
- Broomfield, CO 80020
-
- InterNet:
- marc@longs.lance.colostate.edu
-
-
- PS, last name's pronounced SEH'TUR (lots of good it'll do ya)
-