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.
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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.
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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).
329:
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.
645:
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
328:
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",
332:
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
336:
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
283:
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
279:
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.
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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).
264:
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
195:
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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351:, where the player could enter a tank and had to leave it when it got hit. In another Retro Gamer feature, Braybrook also stated that the cover of the
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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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1753:– the original diary of the making of the game by Andrew Braybrook
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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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399:. Andrew Braybrook did another diary during the development of
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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.
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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
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1233:"Amiga Format Paradroid 90 Review (Web Archive)"
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1091:magazine, spanish edition (issue 28, page 103)
1009:. December 1985 – January 1986. pp. 45–46
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612:selected it as the best game on the platform:
561:– Released as a double pack at Christmas with
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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)"
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1842:Video games developed in the United Kingdom
1770:www.archive.org/details/C64GVA230-Paradroid
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883:"From start to finish: The diary of a game"
673:received "C+VG Hit" with a score of 93% in
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638:that sets it apart from other C64 games".
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1101:"In the Chair with... Andrew Braybrook",
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585:style graphics (budget release in 1989).
1449:"Top 25 Commodore 64 Games of All Time"
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838:(the "30 C64 games in 1 joystick" unit)
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377:. Later when Braybrook was working on
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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
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411:
1205:"C+VG Paradroid Review (Web Scan)"
245:. Player controls the "139" droid.
25:
705:of the game have been published:
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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 (
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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
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503:
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370:Gribbly's Day Out
358:Technical Ecstasy
241:Paradroid on the
179:and published by
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16:(Redirected from
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1792:1985 video games
1766:Longplay (Video)
1757:Longplay (Video)
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1593:. p. 1095.
1590:Linux Dictionary
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1109:: 79, March 2012
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177:Andrew Braybrook
113:C64 Direct-to-TV
109:Acorn Archimedes
85:Andrew Braybrook
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1817:Graftgold games
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1739:at the C64 Wiki
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1702:External links
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1587:Nguyen, Binh.
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1576:: 7, May 1991
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856:"View a Scan"
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1485:. Retrieved
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1461:, retrieved
1452:
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1429:
1417:|title=
1408:cite journal
1399:
1391:. Retrieved
1366:|title=
1357:cite journal
1348:
1340:. Retrieved
1330:
1318:|title=
1309:cite journal
1296:
1288:. Retrieved
1263:|title=
1254:cite journal
1246:Amiga Format
1245:
1237:. Retrieved
1227:
1217:, retrieved
1208:
1175:cite journal
1136:cite journal
1102:
1096:
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1074:, retrieved
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1011:. Retrieved
1006:
979:. Retrieved
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942:. Retrieved
933:
922:. Retrieved
915:
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887:Amiga Action
886:
863:. Retrieved
859:
850:
817:
813:
810:Steve Turner
803:
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746:Sharp Zaurus
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197:Paradroid 90
196:
189:shoot 'em up
170:Commodore 64
164:
163:
162:
142:Shoot 'em up
97:Commodore 64
66:Publisher(s)
54:Developer(s)
1802:Amiga games
1723:at Lemon 64
1615:SourceForge
1453:Retro Gamer
1127:Web Archive
1103:Retro Gamer
1089:Retro gamer
1048:Retro Gamer
1003:"Paradroid"
770:fixing bugs
680:Amiga Power
610:Retro Gamer
530:Blitz Game
511:Publication
422:Publication
343:Retro Gamer
314:Development
274:logic gates
229:in Europe.
175:written by
92:Platform(s)
80:Designer(s)
1786:Categories
1487:2017-09-03
1477:"Top Ton!"
1463:2013-01-11
1393:2014-06-23
1342:2014-06-23
1290:2013-09-29
1239:2014-06-23
1219:2014-06-23
1076:2014-06-23
1013:2019-03-19
981:2014-06-23
924:2014-06-19
865:2018-09-09
843:References
650:magazine.
522:Gold Medal
348:Front Line
298:high score
187:. It is a
1827:IOS games
1736:Paradroid
1728:Paradroid
1720:Paradroid
1714:MobyGames
1709:Paradroid
1695:game page
1693:Urbanoids
1611:Paradroid
1597:Paradroid
916:Paradroid
824:isometric
819:Quazatron
814:Paradroid
808:partner,
806:Graftgold
800:Quazatron
794:Urbanoids
786:based on
720:Paradroid
710:Nighthawk
689:Paradroid
665:Paradroid
660:Paradroid
636:Paradroid
632:Paradroid
624:In 1993,
618:Paradroid
604:Reception
577:Paradroid
553:Paradroid
538:C+VG Hit
413:Reception
389:Paradroid
385:Paradroid
375:Gribbly's
302:Paradroid
165:Paradroid
59:Graftgold
36:Paradroid
18:Freedroid
1653:Archived
830:See also
696:Freeware
694:Several
582:Morpheus
546:Versions
393:Morpheus
380:Morpheus
259:androids
233:Gameplay
213:fan-made
205:Atari ST
137:Genre(s)
105:Atari ST
1556:Zzap!64
1538:Zzap!64
1400:Zzap!64
1299:(105).
1105:(100),
1070:Zzap!64
1050:(125),
971:Zzap!64
944:19 June
918:Review"
782:-style
724:Windows
648:Zzap!64
643:Zzap!64
595:1993 –
588:1990 –
571:1987 –
564:Uridium
557:1986 –
551:1985 –
519:Zzap!64
444:Zzap!64
321:Zzap!64
309:History
216:remakes
152:Mode(s)
128:Release
1455:(96),
1211:(49),
780:Diablo
703:clones
658:rated
506:Awards
364:Aliens
355:album
255:robots
193:puzzle
146:Puzzle
973:(7).
778:is a
760:is a
728:Linux
714:Linux
579:with
514:Award
437:9/10
425:Score
201:Amiga
191:with
168:is a
101:Amiga
1421:help
1370:help
1322:help
1297:C+VG
1267:help
1209:C+VG
1188:help
1149:help
1007:Info
946:2014
766:code
744:and
742:OS X
726:and
722:for
712:for
667:!".
655:Info
535:C+VG
527:C+VG
468:Info
403:for
272:and
257:or "
203:and
185:1985
131:1985
1768:at
1759:at
1712:at
698:or
461:88%
449:97%
243:C64
224:Wii
183:in
121:iOS
1788::
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1536:,
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566:+
20:)
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