165 lines
8.7 KiB
Plaintext
165 lines
8.7 KiB
Plaintext
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NEUROMANCER
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NEUROMANCER is a skill-based role-playing game from Interplay Productions
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(WASTELAND, THE BARD'Ss TALE). Based on the hip, futuristic, and highly
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intricate
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storyline of William Gibson's novel of the same name, NEUROMANCER features
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excellent graphics, a soundtrack by Devo, icon and menu-driven gameplay,
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joystick or keyboard control, a save-game option, plenty of hi-tech sleaze, lots
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of self-referential humor, and no on-disk copy protection. The Commodore 64/128
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version is the basis of this review; Apple II and IBM-PC version notes follow.
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For well over a year, NEUROMANCER ranked Numero Uno on my list of vaporware
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favorites. Now that it has finally arrived, it's safe to say that the wait
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wasn't all that bad. This Interplay/Brian Fargo/Troy Miles version, as opposed
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to the Activision/Timothy Leary/Peter Max version I read about so long ago,
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remains mostly true to William Gibson's nasty, wonderful novel.
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The ultimate goal of NEUROMANCER is to penetrate cyberspace, the limitless
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database grid of private, corporate, government, and military information into
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which several hackers (known as "cowboys") have disappeared. To reach this goal,
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you must wander the streets, back alleys, and space colonies of Chiba City,
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gather clues, interact with the citizens of the City's technical and criminal
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subcultures, learn skills, and amass enough money to buy a cyberspace-capable
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deck.
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Information can be obtained from citizens, through many lower-level databases
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and bulletin boards, and from PAX, the Public Access network whose terminals are
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scattered throughout Chiba City. PAX is the gateway to your bank account, and
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you'll have to log on at least once a day to read messages and the Night City
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News.
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Skills (for example, Cryptology, Evasion, Ice Breaking, Bargaining, and
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Coptalk) come in the form of chips implanted in a jack on the side of your
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skull. Each costs, and each can be upgraded.
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Once you've amassed enough money (you might have to sell a few body parts), and
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bought or downloaded the right software (called "softwarez"), you'll be able to
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afford and use an Ono-Sendai Cyberspace Seven deck. In cyberspace, databases are
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protected by ICE (Intrusion Countermeasure Electronics) and AIs. ICE are
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semi-intelligent programs designed to prevent unauthorized entry; AI are
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artificially-intelligent programs designed to do the same, with this difference:
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An AI doesn't mind frying your brain, a possibility that prompted NEUROMANCER's
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tag line: "Hacking can get you killed."
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The C64 screen display consists of static scenes of Chiba City, streets along
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which you guide a character who bears a slight resemblance to Elvis (when he was
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among the living). Doorways lead to the interiors of buildings and shops, such
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as a hotel, a pawn shop, a restaurant, a massage parlor, and various computer
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and softwarez stores. You can speak with and interrogate the citizens by way of
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dialogue balloons.
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Below the main screen are eight icons that control play: Mode, Inventory, PAX,
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Talk, Skills, Walk, ROM Construct, and Disk. Mode cycles through money, date,
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time, and constitution; Inventory displays current items, and lets you operate,
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take, discard, or give an item, and use or erase softwarez; PAX connects you to
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the network (logon must be verified by entering a number from the PAX code
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wheel).
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Talk lets you converse with or question citizens; Skills lets you use any skill
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currently installed in your head; Walk aborts the current action and lets you
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bop around the City; and from Disk, you can save game positions, reload them,
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pause, and restart.
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A ROM Construct is a personality cartridge that fits into a cyberdeck. It is
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capable of debugging and analyzing softwarez, as well monitoring your activities
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in cyberspace. It will warn you of important events, such as "flatlining" --
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tech talk for a brain fry.
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NEUROMANCER can be controlled from the keyboard or with a joystick; both
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methods are always active. Selecting a number or a letter invokes a function;
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moving the onscreen arrow with the joystick highlights choices the button may
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select.
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The NEUROMANCER package comes with a good instruction manual, a reference card,
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the PAX Verification Code Wheel, and two double-sided disks. The boot disk
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contains a program to copy the four disk sides. Up to four game positions can be
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saved.
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NEUROMANCER's role-playing concepts are hardly new, as players of THE BARD'S
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TALE series and WASTELAND will attest. Interplay's layered interface is simple
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to understand and use, and it doesn't get in the way of what lies behind: a
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great story.
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Enhanced by stylish and gritty text descriptions, the visual display (graphics
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by Charles Weidman III) is a computerized version of the Los Angeles of "Blade
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Runner." The pictures are colorful and visually interesting. The scenes
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themselves are static; your character moves through one scene into the next by
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way of a quick disk access.
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There are other non-street scenes: Getting nabbed in the massage parlor by a
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lawbot takes you to an electronic judge whose frightening visage is straight
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from Orwell's 1984. Freeside is Chiba City's orbital banking colony, where, at
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the Villa Straylight, you'll meet an incredibly morbid talking head. Zion
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Cluster is Chiba City's orbital poverty colony, in which a Rastafarian will help
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you if you have the right skills. Hitachi Biotech will pay you $3000 if you let
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them remove your lungs.
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Collecting enough money to afford a cyberspace deck and Comlink 6.0 (the only
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operating system capable of connecting to cyberspace) takes some time.
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NEUROMANCER has many levels; each inexorably sucks you deeper into a complex and
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mysterious story. You must find out who your friends are, weasel information out
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of the databases, bulletin boards, and the citizens, and use your skills wisely.
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The Devo soundtrack plays for a while, stops for a while, then starts up again.
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I find myself humming it at odd moments, which in itself is odd because Devo's
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music isn't tops on my list. Cabana Boy Productions has a NEUROMANCER film in
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the works.
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With its familiar interface created by developers who know what they're doing,
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a great plot from an excellent novel, and a sustained sense of humor,
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NEUROMANCER is one of the best games of the year.
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APPLE II VERSION NOTES
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The Apple II version of NEUROMANCER is as excellent and as playable as the
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Commodore 64 version; the only discernible differences involve disk access and
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overall speed.
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As difficult to believe as this may be, disk access on the C64 is faster -- not
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by much, but enough to be noticeable. Although the Laser 128 on which I tested
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the game has two speedup options, neither seemed to matter. Disk accesses and
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the general speed of NEUROMANCER remained the same in all modes.
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Either the keyboard or a joystick can be used to control the game, and both are
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always active. The keystrokes are the same in both versions.
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Graphically, the Apple version looks good, although switching the monitor into
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composite mode smeared and flattened the colors. The Devo soundtrack, suitably
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intermittent and tolerable on the C64, is so disastrous on the Apple that it
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doesn't even sound like the same song.
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NEUROMANCER's excellent and intricate story and Interplay's easy-to-use
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interface more than make up for any speed loss which, in any case, is not that
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bad. If you own an Apple or Apple-compatible, you have to get NEUROMANCER.
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IBM-PC VERSION NOTES
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NEUROMANCER has been ported to MS-DOS machines with great success. The game's
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Apple origins are apparent in the cartoonish graphics, but the quality of the
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game more than makes up for this minor shortcoming. The program supports both
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CGA and 16-color EGA mode, and accepts keyboard as well as mouse input (although
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the mouse works best in combat). Despite the fact that the game does not support
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any music cards, the Devo soundtrack actually sounds pretty good through the
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tiny IBM speaker.
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As in other versions, there is no on-disk copy protection; instead, you must
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enter numbers from a code wheel. The game requires 512K of RAM and a version of
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DOS greater than 2.1. It should run on IBMs, Tandys, or 100% IBM-compatibles.
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NEUROMANCER is distributed on two 5-1/4" diskettes; 3-1/2" diskettes are
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available separately. The only problem I noticed when playing on my PS/2 is that
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"real time" seemed to pass too quickly, but this was no doubt due to my slow
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reflexes.
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This version of NEUROMANCER was well worth the long wait. Let's hope other
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Interplay games make it to the IBM faster.
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NEUROMANCER is published by Interplay Productions and distributed by
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Mediagenic.
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This review is copyright (c) 1988 by The Doctor's Office. All rights reserved.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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