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Paradroid ’90 logo

Nun hat also auch Andrew Braybrooks C64-Klassiker seinen Weg auf den Amiga gefunden. Aber ist die Spielidee überhaupt noch zeitgemäß, oder hätte sich der gute Andy die Arbeit mit der Umsetzung sparen können?

Paradroid ‘90 Diese Frage warden Paradroid-Fans mit 64er-Vergangenheit wohl anders beantworten als „gebürtige“ Amigianer. Es geht jedenfalls immer noch darum, mit einem kleinen Roboter ein von Aliens besetztes Frachtschiff zu durchsuchen. Die einzelnen Decks sind in Draufsicht dargestellt, klein Robbie flitzt durch die futuristische Grafik und schlägt sich mit Wachrobotern herum. Ab und zu trifft er auf ein Computerterminal, in das er sich einloggen kann: Auf dem Monitor des Bordcomputers ist dann ein Übersichtsplan des Schiffes, eine Karte des aktuellen Decks, oder die Kampfstärke der feindlichen Blechkameraden zu sehen. Besonders anfangs sind die Kerle alle stärker als der eigene Roboter, man kann seine Eigenschaften aber durch einen Energietransfer verbessern. Dazu drückt man längere Zeit den Feuerknopf, wodurch ein Kabel ausgefahren wird., Damit braucht ein Gegner nur berührt zu werden, schon gelangt man in ein Unterspielchen, wo es gilt, Lämpchen zum Leuchten zu bringen. War die Übertragung erfolgreich, geht es einfach mit dem gegnerischen Robot weiter.

Die Grafik wurde zwar überarbeitet, sieht aber reichlich traurig aus. Das Scrolling ruckelt zum Steinerweichen, und der Sound ist auch eher nervig. Ob das Spielprinzip noch State of the Art ist, möge jeder für sich selbst entscheiden... (C. Borgmeier)

Amiga Joker, November 1990, p.?

Amiga Joker
Paradroid '90
Grafik: 41%
Sound: 58%
Handhabung: 70%
Spielidee: 61%
Dauerspaß: 63%
Preis/Leistung: 55%

Red. Urteil: 62%
Für Fortgeschrittene
Preis: ca. 85,- DM
Hersteller: Hewson
Bezug: World of Wonders

Spezialität: Unser Testmüster hat die Highscores noch nicht gespeichert – wer Wert darauf legt, sollte die Endversion vor dem Kauf ausprobieren.

Paradroid ’90 logo  Zzap! Sizzler

Hewson, Amiga £24.95
T Paradroid ’90 he frontier world of Basymth has come under attack from the Trimorg empire and an urgent call for help has gone out. Time is short, and five freighters are launched with human skeleton crews aided by maintenance droids. The cargo is a wide range of awesome battle droids. All goes well until the fleet reports it is being scanned from an uncharted field. Minutes later a frantic captain sends a fearsome message – the ship’s crew has come under attack from their own battle droids, they cannot hold out for long…

Three days later a rescue ship arrives. Beaming troops aboard the freighters is out of the question, the only hope is a prototype Influence Device. This remote-controlled device floats a metre above the ground, and although it carries a plasma gun, its principal defence is the ability to take over other droids’ brains. Your plan is to use this machine to destroy all the fleet’s droids…

The game has an overhead perspective, with the ship decks scrolling vertically. When the ID is in motion, pressing fire sends out a plasma bolt. If stationary, fire activates the influence spark – hold down fire and you can move around with it.

When the spark contacts another droid you go into the Transfer Game. This has a single screen with a Central Control Bar split into 14 segments, with wires from left and right. You can pick which side to play from. The aim is to turn as many of the central segments to your colour by firing a limited number (depending on your current droid) of Pulsars down the wires. If two opposing Pulsars have been fired at the same segment, the one fired last wins. The exception is if a wire has an Auto-Pulsar – once hit it sustains the charge so this always wins the segment. There are also Splitter wires (divide to hit two segments), Terminators (dead ends), Colour-Switchers (turn segment the wrong colour), and Joiners (two wires going to a single segment and requiring two Pulsars to work). At the end of the time limit if there is an equal number of Segments per side the game is repeated. If you have most Segments you take control of the droid. If you have least, your current droid (or if none, your ID unit) is blown up!

There are also lifts to take you to other decks, and computers. Log onto a computer and it will show you a deck plan, ship plan and how many droids remain active. If you control a droid it will also show you pictures and info concerning your droid, and all the other droids below it in power. There are 14 droids, ranging from the sluggish vacuum cleaner to military robots such as dalek look-alikes and tanks!

There are also Raiders, aliens which are sent in if you do not take control of the freighter in time. If you succeed, you move to the next freighter.

Zzap, Issue 65, September 1990, p.p.70-71

Phil King The proof of a classic is how well it stands the test of time. Loads of things have changed since the release of C64 Paradroid: then, beer were tuppence a pint… But thankfully some things never change: in its new form Paradroid ‘90 is just as addictive as ever. The purely vertical scrolling was a bit of a surprise after the multi-directional original, but it does not affect play. I love the way the varied and intelligent robots hide behind doors and tables, ready to ambush you – the fact that you cannot see robots beyond your IDs view creates a tense atmosphere, aided by subtly shaded backgrounds and a massive variety of superb sound FX. The heart of the game though, is the transfer system which is surely one of the greatest (and simplest) sub-games ever. Beautifully presented with perfect playability, Paradroid ‘90 is an ageless classic not to be missed.

Robin Hogg Paradroid ‘90 is a brilliant conversion, superbly capturing the essence of the original and playing extremely well. Once you get into the game you do not really mind the lack of horizontal scroll. In effect you have got two games in one with the transfer mode on/off toggle; the game is better with the transfer option as it allows for more tactical play. Five ships may not seem a lot but it is difficult enough coping with one deck, let alone one ship.
One gripe, why not a different style of graphics with each new level? It is immensely satisfying to conquer a ship but I would have liked a bit more of a reward than just a different colour scheme. What I do love about Paradroid ‘90 is the humour pervading the game: the ability to fry robots using the shuttle engines is neat, and the computers coming on with a ‘whistle’ brings forth a smile. What cracked me up was when a drinks carrying servant robot entered the room where I (in the form of the ultimate 999 robot) was, realised what it faced and just as rapidly shut the door and legged it, brilliant!!! More seriously, the varied ways the robots act is a superb demonstration of artificial intelligence; taking out one smart robot was like a replay of Alien.

Scorelord C64 Paradroid was a Gold Medal-winning classic. Though graphically simplistic it worked so well that it takes a while to get used to the highly detailed 16-bit graphics. The multi-directional scrolling is now only vertical, and the droids are not as fast so you cannot go zooming around bouncing off the walls. By way of compensation the enemy droids are much more intelligent, reacting to their own detection systems and even using the energisers. Combat is also very much better. You can dodge behind tables – which powerful droids can destroy – and see individual bullets fly through the air.
The Amiga version also improves lastability with the ships being distinctly different in layout and toughness, if not particularly varied graphically. There is also the classic Paradroid frustration of making a bad transfer and being destroyed after almost finishing a deck. But the ambition and work that has gone into this conversion are almost without parallel. Can anyone think of a game so thoroughly rewritten in being converted? The whole game cannot push the Amiga to its limits as it did on the C64, this is an example to all those people who do nothing more than gloss-up the graphics and sonics.

Transfer Game optional, option to restart level, excellent droid pictures but no scene-setting intro text.
Only vertical scrolling but incredibly detailed decks with some superb enemy droids.
Good intro soundtrack, excellent in-game FX.
Instantly addictive, especially with Transfer Game optional.
Five ships provide a massive challenge, if not an immense amount of graphic variety.
A state of the art conversion of a legendary C64 game.