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- ************************************************************
- * *
- * CYBERDRONE *
- * *
- * by Fabrizio Bazzo 1995 *
- * *
- ************************************************************
-
-
- DISTRIBUTION
-
- This game is Public Domain; it can be freely distributed,
- providing that:
-
- - none of the files included is modified in any way;
- - no charge is made that exceeds the average cost for
- duplication and postage.
-
-
- SYSTEM REQUIREMENTS
-
- To play this game you need an Amiga with at least 1M of RAM
- with OS 1.3 or higher and a PAL display; 1.2 should also be
- OK, but I couldn't test it. Sorry!
-
-
- QUICK START
-
- Before playing, you need to copy some fonts in your FONTS:
- directory; let's say that you have extracted the archive to
- a floppy named 'Buzz'; open a shell window and type:
-
- Copy Buzz:Cyberdrone/fonts to Fonts: all
-
- If you don't have enough space on your boot-disk or you
- don't want a permanent modification you can type:
-
- Assign Fonts: to Buzz:Cyberdrone/fonts add
-
- The Assign command must be in your C: logical device.
- Now the game can be started by double-clicking its icon.
- Two 'Assign' will be made by the program itself:
-
- CybData: if not already present, is assigned to
- [Cyberdrone_dir]:data
- CybSave: if not already present, is assigned to
- [Cyberdrone_dir]:saved_games
-
-
- HD INSTALLATION
-
- If you want to run the game from your Hard Disk, simply
- drag the Cyberedrone icon into the selected partition and
- directory, and copy the fonts to your Fonts: directory
-
- Copy Buzz:Cyberdrone/fonts to Fonts: all
-
-
- HOW TO PLAY
-
-
- Cyberdrone is a RPG game with a sci-fi background; in this
- game you play the role of a cadaver.
- Well, to be more precise, of a clinically dead subject whose
- body has been sold to a corporation specialized in building
- cyborgs. The good news is that your brain has not been
- damaged and still retains all your memory; the bad news is
- that nobody cares for this and what is left of you is thrown
- into the productive process as raw material.
- Fortunatly, a failure of the machinery avoids you the latest
- phase of the process, and this is the point where the game
- begins.
- Your task is simple: find the exit and flee.
- To do such a simple thing, though, you must explore the
- complex, collect the magnetic keys needed to explore
- further, find the controller cards for all the cybernetic
- devices that are now an integral part of your body, keep up
- the energy level and feed your organic subsystem.
- The only way out is blocked by a security door, whose sensor
- will not let pass any synthetical being, so your only chance
- is to disable the sensor by activating the self destroying
- sequence; to sort out how is one of yours problems.
- Many others problems are scattered around the complex; some
- of them walk, others just wait for you to step on them.
- To make the task a bit easyer I have enclosed a brief list
- of hints: feel free to ignore them if you are an experienced
- RPG player, but at your own peril.
-
-
- CONTROLS
-
- The game is entirely mouse-driven; if you have already
- played with games like Dunge*n Mast*r or Capt*ve you should
- have no problems; if not, study carefully the information
- screens that are available at the startup by clicking on
- 'Information' (what else?? ;-)
- You can also walk-slide-turn using the arrows and the
- Del-Help keys.
- Other keys combinations are available, bur they are for
- cheating only; I'm sure that you are so smart a player that
- you don't need to use them...
-
-
- HINTS
-
- First of all, find the disk that contains the dictionary;
- without it, you are not able to understand what you read.
-
- Try to avoid zones with strong energy fields; they have a
- strange effect on magnetic stuff...
-
- Map carefully every level. The complex is build up by four
- linked towers with three levels each; for every level there
- is a specific hardware key that, connected to the right
- terminal, allows you to download the level map, but you
- cannot benefit of this until you find the 5th controller
- card, so you have only pen and paper to begin with;
-
- Some devices consume more energy than others; use them only
- when it is unavoidable;
-
- You don't need to kill every enemy; if you have a light
- armour or the 'wrong' weapon, running away could be a good
- idea;
-
- Think twice before getting rid of an item that has become
- unusable; sometime the damage can be fixed;
-
- Before entering a hole, check the map of the level below:
- you could fall into the garbage cruncher instead of reaching
- a safe location;
-
- When you find a weapon that you already have, try to think
- to an alternative use for it...
-
- Finally, save the game often; you never know what you could
- find behind the next corner - or what could find you -.
-
-
- A FINAL WORD ABOUT DISTRIBUTION
-
- This game is Giftware; this means that If you decide to
- keep it, you should send a little donation to the author,
- that could decide to write a sequel or even to put the
- game-editor in the Public Domain...
-
-
- Please send comments, suggestions, contributions $-) and/or
- insults to:
-
-
- Fabrizio Bazzo
- via del Carso, 29
- 34170 Gorizia
- --- Italy ---
- fbazzo@quark.it
-