Review of Paradroid
Registered User. amiman99's Avatar. Join Date: Sep Location: San Antonio, TX USA. Age: Posts: How to play Paradroid???. Paradroid is a Commodore 64 computer game written by Andrew Braybrook and published by .. The Internet Archive. Retrieved Commodore User. Paradroid online dating. John Salwitz revisits his classic Atari coin-op, and we also manage to quiz Al Baker about his impressive Lynx conversion. The second .
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.
The Beginning: Paradroid Internals
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. If this occurs a replay will take place. If the player beats the droid in this mini-game, he takes control of that droid.
If not, either the droid is destroyed and the player returned to the game as just the Influence Device if he was previously controlling a different droidor the player is killed, ending the game, if he was not already controlling another droid before the takeover attempt. 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 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 The spaceship has several decks, and each deck can have several rooms.
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.
Paradroid - Wikipedia
Many rooms have computer terminals that provide access to maps of the current deck and the entire ship as well as droid information. Please tell us some things about yourself as introduction. The people that don't call me Paradroid use my real name Barry, or Baz for short.
I did think of changing my handle upon my return, but decided to keep it for fun and nostalgia reasons, which was a good thing considering the nature of my comeback release. Outside of the demo scene I'm a game programmer by day What made you start coding in the first place? Hard to say as I was very young. Before I found out where babies came from I was convinced I was a robot, so always had an interest in computers as they were obviously very similar to me, lol.
I remember being able to write Basic programs at junior school the day we got a BBC micro, so it must have been a little before that, but my memories are all mixed up from that time. I later got my hands on a C64 first at my grandparents' place, who I suddenly started visiting a lot more, then my own when I was 11 and started getting my head around how to program very simple Assembler by translating cheat pokes from magazines and modifying them.
Please tell our readers, in order of chronology from past to present, which groups you have been part and when and what you did in each group. Oh my, that's a bit of a scary question. I'll try to be brief, but My journey in the scene started out on the C64 in a little two man boy!
Things continued like that for a couple of years, but my friend was losing interest and preferred to play with his music real instrumentswhile my own interests were moving towards the new Amiga. I had to wait until I was about 15 to get my own Amiga, but even before then I'd been involved with a couple of fun productions with other kids from school and the a local computer club.
It was at this point I switched my name to Paradroid after someone said that the school nickname I was now using as my handle, Chinky, was a bit racist. So one day I was looking through Micro Mart magazine for trader contacts and saw an advert asking for amiga artists to join a group.
The friends I'd done demos with were all losing interest and I was basically on my own, so I called up the number in the advert and I was soon a member of The Watchmen. That lasted about two weeks until a few of us became Teknotronix, but again within weeks we'd left and joined another group called Illusions.
I did a couple of intros for Illusions, but when one of the other members saw how I was progressing he talked me into forming a new group called Crack. It wasn't a close result by any stretch of the imagination, but I was still proud.
It was around this time I became good friends with Majic Mushroom who had a lot of overseas contacts, something that eventually lead to us taking another step up the scene ladder and forming the UK division of Flash Productions.
However, I then got busy with school and had less time for coding, which basically meant no more productions and we lost some key members to other groups.
We didn't last long after that and when we disbanded a bunch of us joined Razor That turned out to be a shocking mess as there was some politics going on in the group and I had no idea who was running it, so after winning the real-time intro coding compo at The Main Event, the only production I did for them, I joined Digital.
I learned a lot during my time in this group, but I only released a single intro due to the increasing amount of school work and my continued folly with a trackmo. So I was coming to the end of my school years and I had to start thinking about what I'd do next.
My father was expecting university, but I had other ideas. I was in contact with some sceners who were working in the games industry at the very place I was interested in, Core Design, so although I was enjoying being a member of Digital it made more sense to join up with these other guys.
I became a member of the mighty Anarchy. From here on in I put all the time I could into coding. I was mainly concentrating on game style programming, but I did finally get some time to finish and release the trackmo Deja-vu which won at the Quartz Summer Conference, with the prize money being put towards fixing Majic Mushroom's car so we could get home, lol.
After the summer break I finally, mainly thanks to Dan of Anarchy, got my big break: Friday May 3 Get menu screen working so that icons appear and are correctly highlighted.
Find error in robot display routine. Fix it and a six-sprite robot appears in all its glory. Program is just about stable enough for Robert at end of day. Everything has gone well. Robert has a habit of mangling things that I write. I'm going to have to change all the graphics. Have bought my own C64 at last. No need to stay behind 'til ten o'clock playing games any more.
Feel a bit disloyal towards my old Dragon Got comments back this morning from Robert our chief Test Pilot. Not too bad considering. Scribbled some notes on the changes necessary. The main robot graphic was indistinct on his TV and as this will be on the screen nearly all the time it will have to be enhanced. Also wrote routine to display the small scale map. Also in the post was a new cartridge Monitor program which I'd ordered. A Monitor program lets you look at what the C64 is doing by displaying memory and registers, etc on the screen - Ed.
Perhaps it's my lucky day? It looks useful with lots of juicy commands in it. However the game must be altered a bit internally to fit the Monitor - it'll have to save some of its variables elsewhere.
Haven't decided where yet.
Overall the day has been a bit slow but pretty good nonetheless because of the arrival of the new tool. Wednesday May 8 Mapped out the side elevation of the ship and designed some graphics to display decks and lifts. Worked hard on the routine which draws the deck plan to convince it that it can also draw the side views. It listened to me in the end. At least I think it did. No doubt it's got some nasty trick up its sleeve even now. The space ship had to be shortened to fit the full side view on to the screen - I used a bit of artistic licence and felt happy with the result.
The first accident with the new Monitor. All today's graphics in jeopardy when the Monitor decides to lock up. I hit the reset switches both of them - one on the Monitor cartridge and one on the C64 to try and rescue things but to no effect. I sit fuming at the machine. Up jumps Steve Turner with a bright idea. Two or three times a week we get a mains spike courtesy of the electricity board which causes the C64 to crash but with its memory still intact.
Perhaps if we generate a spike of our own I can regain control of the machine Decide against ringing the CEGB to ask them to switch off a power station or two.
Instead Steve starts leaping round the room switching the fan heater on and off. Needless to say it doesn't work. Eventually Steve begins to tire.
Paradroid online dating
I give up and pull the plug out. Nothing for it but to key the stuff in again At the end of the day I start coding the map of the side elevation of the ship in hex a number system used extensively in machine code programming. This time I do it on paper first. I'm not going to trust that Monitor again for a while. Thursday May 9 Continued with the hex of the side elevation and keyed in some new routines which decode the deck data into a plan view. Did some other mods which Robert suggested.
More fun and games. I discover that my Assembler the program which generates machine code from the programmer's assembly code won't work with the new Monitor despite claims to the contrary by the manufacturers. Consider merits of abusive phone call. Decide such action would not fit my image and wouldn't do any good anyway. Resign myself to lots of plugging and unplugging of the cartridge every time I want to assemble.