Knowledge (XXG)

Paradroid

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276:. Each droid has one side of the screen, with a series of logic gates and circuits connected together. The droids have a number of "power supplies" that can apply power to one circuit. Higher-numbered droids have more power supplies. At the end of a short time period, the droid supplying the most power to the circuit "wins". The logic gates are the key to allowing lower-numbered droids to beat higher-numbered droids. There is also a strategy in timing when power is applied to a circuit (as two supplies of power to the same circuit result in the later supplier of power gaining control of the circuit). It is possible for the transfer game to end in a draw. If this occurs a replay will take place. 496: 491: 486: 481: 476: 261:". The player, in control of a special droid called the "Influence Device", must destroy all the other droids on the ship. Each droid (including the player) is represented as a circle around a three-digit number. The numbers roughly correspond to the droid's "power" or "level", in that higher-numbered droids are tougher to destroy; there are 24 droid types. 284:
instead of taking them over, though higher-numbered droids can require several shots to destroy and might fire back. The player has control of a droid only for a limited amount of time (which is inversely proportional to the droid's number). If that time elapses, the controlled droid self-destructs and the player reverts to the Influence Device (001).
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get more information. I've been working hard on it for about four weeks, but I was working on utilities—programs to help make the finished game—for a couple of weeks before that. I always like to do the character set first because it buys time while you're thinking about the rest of it. It's probably the easiest thing that you can do.
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November 1985 issue with the comment "THE classic shoot em up" and receiving a "Gold Medal" where 98% is the highest score ever given in the magazine, once again 97 out of 100 with the remark "A game no C64 gamer should be without", in 1989 for the re-issued "Heavy Metal" Edition. In November 1988 it
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The spaceship has 20 decks, each with many rooms; the game has more than 400 screens. Doors and elevators connect the rooms and the decks. Only droids in the player's line of sight are visible, although doors being operated by out-of-sight droids can be seen moving. Many rooms have computer terminals
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The thing you actually play with are robots shown from above. There's going to be lots of them. If you want to know more about a particular robot what you do is log-on to a computer terminal. From there you can sift through all the robots and get large side view pictures and you can select things to
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players can aim to completely clear one or more ships of robots and to achieve a successful transfer from the 001 Influence Device to the unstable 999 droid. Despite the instructions referring to a finite fleet, the Commodore 64 game never ends. When clearing the eighth ship called "Itsnotardenuff",
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It's not really an arcade adventure—it leans more towards arcade. Gribbly's I wanted to be a non-violent game. All of the zapping and violence that I couldn't get into Gribbly's will be going into this one. Last week we designed the game's 20-deck space-ship, but I'd like to actually build one just
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So far I've got a little robot skating about inside a test deck plan. You can log onto a console, select an option, make an enquiry on the test robot and get a big picture of it. The piccie uses all eight sprites combined (the maximum available on the 64 at any one time). Despite being a view from
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While in control of another droid, the player effectively acts as that droid, meaning the player has access to that droid's maneuverability, armor, weapons and "power supplies" (used during the droid-control mini-game). If the droid has weapons, the player can destroy other droids by shooting them
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In either case, the droid being controlled by the player is destroyed. If the player beats the droid in this mini-game, they take control of that droid. If not, either the droid is destroyed and the player returned to the game as just the Influence Device (if they were previously controlling a
1599:- a strategic shoot-em up. You are a droid out to save the universe. To do this, you must do more than simply blasting everything in sight - you have to transfer to better droids in order to conquer more advanced droids, and go through walls to reach parts other droids cannot reach. 249:
Enemy forces have hijacked a space fleet by turning its robot consignment against the crew; the job is to neutralize all the robots, thereby rescuing the humans. The players control a prototype influence device that allows them to control the hostile robots.
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that provide access to maps of the current deck and the entire ship as well as droid information. Each droid can access information about itself and all lower-numbered droids (this access is available to the player based on the droid being controlled).
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The Influence Device is numbered "001". The primary way in which the Influence Device destroys other droids is by "linking" with them, effectively taking them over. When the player takes over another droid, the previously controlled droid is destroyed.
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four-plus stars out of five. Praising how all of the large game fit into the Commodore 64's memory, the magazine concluded that "if you like science fiction, arcade games, inspiring graphics, and intricate gameplay, you will LOVE
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elements and was critically praised at release. The objective is to clear a fleet of spaceships of hostile robots by destroying them or taking them over via a mini-game. It was later remade as
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The game was influenced by several different computer games and movies, and was built on top of a previous game, "Survive", developed by GEC Marconi. Author Andrew Braybrook said in a
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The game is set on a spaceship viewed from a top-down perspective. The ship consists of numerous rooms and levels, each one populated by hostile
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different droid), or the player is killed, ending the game, if they were not already controlling another droid before the takeover attempt.
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to make sure it all works—all the lift shafts tie up and the decks fit together. Maybe I'll try using Lego. Dunno, it might work.
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The game has been heralded as one of the best original games to appear on the Commodore 64, as can be seen when the readers of
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was selected the second best Shoot 'em up on the C64 and in December the same year it was selected the third best game by
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ranked the game at number 14 on its list of the top 100 Commodore 64 games. Also in a 2002 Zzap!64 tribute publication,
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above, I intend you won't be able to see anything behind a wall. You'll have to go into a room to actually explore it.
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he did another diary for Zzap!64 where he revealed that the then recently released Competition Edition of
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influenced him, where two droids "interfacing" can be observed, along with the corridors of the film
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via a community vote was ranked the best C64 game ever with the comment "there is something about
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During the development of the original game, Andrew Braybrook kept a diary that was published in
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for modern PCs. In 2004 the Commodore 64 version was re-released as a built-in game on the
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was 50% faster than the original. In the same series he revealed that they had redone the
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the players are just placed back on the ship with higher-ranking droids on each deck.
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is a masterpiece, there's no other way to describe its sheer brilliance.
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in 1986, also published by Hewson. Gameplay was similar but on an
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interview that the droid-swapping idea came from an arcade game,
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When it originally came out it received 97 out of 100 in the
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Taking over a droid is done via a mini-game involving basic
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playing field, and based in cities rather than spacecraft.
151: 135: 127: 90: 78: 64: 52: 35: 1613:for Linux and Windows version 1.3 (March 2004) at 1502:"Zzap64 Def Guide To... The Best C64 Games Ever!" 1387:"Zzap!64 Review - Heavy Metal Edition (Web Scan)" 677:and was ranked the 22nd best game of all time by 1381: 1379: 1233:"Amiga Format Paradroid 90 Review (Web Archive)" 614: 326: 1091:magazine, spanish edition (issue 28, page 103) 1009:. December 1985 – January 1986. pp. 45–46 961: 959: 957: 955: 612:selected it as the best game on the platform: 561:– Released as a double pack at Christmas with 473: 1552:"The Best and Worst of Six Years of the C64!" 207:home computers and as Paradroid 2000 for the 8: 1336:"Commodore User Uridium + Review (Web Scan)" 1199: 1197: 997: 995: 993: 991: 505: 1842:Video games developed in the United Kingdom 1770:www.archive.org/details/C64GVA230-Paradroid 1041: 1039: 1037: 883:"From start to finish: The diary of a game" 673:received "C+VG Hit" with a score of 93% in 1160: 1158: 1118: 1116: 638:that sets it apart from other C64 games". 504: 415: 32: 1278: 1276: 1101:"In the Chair with... Andrew Braybrook", 877: 875: 585:style graphics (budget release in 1989). 1449:"Top 25 Commodore 64 Games of All Time" 847: 838:(the "30 C64 games in 1 joystick" unit) 1416: 1405: 1365: 1354: 1317: 1306: 1262: 1251: 1183: 1172: 1144: 1133: 377:. Later when Braybrook was working on 1640:information at the bottom of the page 1284:"C+VG Paradroid 90 Review (Web Scan)" 754:for Windows, current version 2 (2006) 395:) style, which was later released as 7: 1338:. The Internet Archive. January 1987 1066:"Birth of a Paradroid (Web Archive)" 420: 1731:at Lemon 64 (Heavy Metal Paradroid) 687:Other clones and games inspired by 475: 411: 1205:"C+VG Paradroid Review (Web Scan)" 245:. Player controls the "139" droid. 25: 705:of the game have been published: 494: 489: 484: 479: 474: 41: 1169:"Zzap!64" (23). March 1987: 90. 1130:"Zzap!64" (24). April 1987: 92. 373:and even shared some code with 748:, current version 1.0.2 (2004) 324:magazine, in which he stated: 123:(ZX Spectrum Elite Collection) 1: 1028:"The Paradroid Transfer Game" 939:"C64 Wiki Paradroid Briefing" 764:of the original Commodore 64 700:free and open source software 559:Paradroid Competition Edition 74:Jester Interactive Publishing 1776:Paradroid Remake in progress 1628:– SDL Paradroid review 1540:(43): 105–108, November 1988 1534:"DEF Guide to Shoot 'em Ups" 1435:"Archimedes Paradroid 2000" 1046:"The Making of Paradroid", 816:for the ZX Spectrum called 592:(Commodore Amiga, Atari ST) 1863: 975:Newsfield Publications Ltd 1837:Single-player video games 1483:. Autumn 1993. p. 33 1165:Mental Procreation part 1 1123:Mental Procreation part 2 967:"Review: Paradroid (C64)" 513: 510: 424: 421: 40: 1822:Hewson Consultants games 1574:Amiga Power Supplemental 1570:"All-Time Top 100 Games" 1558:(44): 124, November 1988 1508:(107): 10–11, March 2002 1248:(17): 89. December 1990. 977:: 120–124. November 1985 675:Computer and Video Games 432:Computer and Video Games 1595:An improved version of 1520:"Zzap!64 Gold Standard" 1351:(40): 24. January 1987. 784:role-playing video game 296:As well as achieving a 1797:Acorn Archimedes games 1506:DEF Tribute to Zzap!64 1459:: 58–67, November 2011 1389:. Def Guide to Zzap!64 1182:Cite journal requires 1143:Cite journal requires 1054:: 44–49, February 2014 622: 391:graphics in the new ( 339: 246: 222:, and in 2008 for the 211:. There exist several 1847:Virtual Console games 1626:Home of the Underdogs 1437:. Thegoodolddays.net. 1286:. Amiga Magazine Rack 1235:. Amiga Magazine Rack 900:"Games on the C64DTV" 812:, wrote a version of 732:Home of the Underdogs 573:Heavy Metal Paradroid 397:Heavy Metal Paradroid 240: 1761:www.c64-longplays.de 1751:Birth of a Paradroid 1303:: 14–15. April 1990. 772:and adding features. 740:for Windows, Linux, 292:Goals and challenges 1402:(49): 87. May 1989. 1215:: 20, November 1985 1167:- Web Archive from 804:Andrew Braybrook's 616:Andrew Braybrook's 507: 418: 1812:Commodore 64 games 1655:2015-03-25 at the 1457:Imagine Publishing 1107:Imagine Publishing 1072:(3): 46, July 1985 1052:Imagine Publishing 914:"C64 Nintendolife 599:(Acorn Archimedes) 416: 247: 199:for the Commodore 181:Hewson Consultants 71:Hewson Consultants 47:European cover art 1683:project home page 1671:Project home page 1659:Project home page 1650:Project Paradroid 1638:Freedroid Classic 1415:Missing or empty 1364:Missing or empty 1316:Missing or empty 1301:Future Publishing 1261:Missing or empty 1213:Future Publishing 788:Freedroid Classic 752:Project Paradroid 738:Freedroid Classic 542: 541: 503: 502: 370:Gribbly's Day Out 358:Technical Ecstasy 241:Paradroid on the 179:and published by 161: 160: 16:(Redirected from 1854: 1792:1985 video games 1766:Longplay (Video) 1757:Longplay (Video) 1696: 1690: 1684: 1678: 1672: 1666: 1660: 1647: 1641: 1635: 1629: 1623: 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270:circuit diagrams 220:C64 Direct-to-TV 209:Acorn Archimedes 177:Andrew Braybrook 113:C64 Direct-to-TV 109:Acorn Archimedes 85:Andrew Braybrook 45: 33: 21: 1862: 1861: 1857: 1856: 1855: 1853: 1852: 1851: 1817:Graftgold games 1782: 1781: 1739:at the C64 Wiki 1704: 1699: 1691: 1687: 1679: 1675: 1669:Paradroid Redux 1667: 1663: 1657:Wayback Machine 1648: 1644: 1636: 1632: 1624: 1620: 1609: 1605: 1586: 1585: 1581: 1568: 1567: 1563: 1550: 1549: 1545: 1532: 1531: 1527: 1518: 1517: 1513: 1500: 1499: 1495: 1486: 1484: 1481:Commodore Force 1475: 1474: 1470: 1462: 1460: 1447: 1446: 1442: 1433: 1432: 1428: 1414: 1404: 1398: 1392: 1390: 1385: 1384: 1377: 1363: 1353: 1347: 1341: 1339: 1334: 1333: 1329: 1315: 1305: 1295: 1289: 1287: 1282: 1281: 1274: 1260: 1250: 1244: 1238: 1236: 1231: 1230: 1226: 1218: 1216: 1203: 1202: 1195: 1181: 1171: 1168: 1163: 1156: 1142: 1132: 1129: 1121: 1114: 1100: 1099: 1095: 1087: 1083: 1075: 1073: 1064: 1063: 1059: 1045: 1044: 1035: 1026: 1025: 1021: 1012: 1010: 1001: 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Index

Freedroid

Developer(s)
Graftgold
Publisher(s)
Hewson Consultants
Designer(s)
Andrew Braybrook
Platform(s)
Commodore 64
Amiga
Atari ST
Acorn Archimedes
C64 Direct-to-TV
Virtual Console
iOS
Genre(s)
Shoot 'em up
Puzzle
Single-player
Commodore 64
computer game
Andrew Braybrook
Hewson Consultants
1985
shoot 'em up
puzzle
Amiga
Atari ST
Acorn Archimedes

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