Neuromancer | |
---|---|
Developer(s) | Interplay Productions |
Publisher(s) | Interplay Productions [lower-alpha 1] |
Producer(s) | Brian Fargo Troy P. Worrell |
Designer(s) | Bruce Balfour Brian Fargo Troy A. Miles Michael A. Stackpole |
Programmer(s) | Troy A. Miles |
Artist(s) | Charles H. H. Weidman III |
Composer(s) | Kurt Heiden David Warhol |
Platform(s) | Amiga, Apple II, Apple IIGS, Commodore 64, MS-DOS |
Release | 1988 |
Genre(s) | Adventure |
Mode(s) | Single-player |
Neuromancer is an adventure video game developed by Interplay Productions and published by Mediagenic (a brand name of Activision). It was released in 1988 for the Amiga, Apple II, Apple IIGS, Commodore 64, and MS-DOS. It was loosely based on William Gibson's 1984 novel of the same name and set within both the fictional "real world" and the extensively realized and detailed world of cyberspace. It has a soundtrack based on the Devo song "Some Things Never Change" from their album Total Devo . [1] Writer Timothy Leary had sub-contracted the rights to a video game adaptation of the novel, and eventually brought the project to Interplay to develop. [2]
The gameplay was split between a traditional adventure setting, where a player could interact with "real world" inhabitants within Chiba City, and a 3D grid representation of cyberspace once the player manages to regain access. Different "real world" locations led to different grid sectors, thus developing the plot and enriching the immersion.
Cyberspace combat was also simulated in the game as the player attempted to breach ICE (Intrusion Countermeasure Electronics) to gain entry to database nodes and potentially face the formidable AIs (Artificial Intelligences) that hide behind them. "Combat" with ICE consisted of the ICE and the player doing damage to each other (the former through a built-in attack form, the latter based on what programs the player ran; some programs did one-time damage, some did damage over time for a while, and some had other effects such as slowing down the ICE) until either the ICE "cracked" or the player was kicked out of cyberspace. Combat with AIs was similar, except that AIs were damaged primarily with skills rather than programs; were invulnerable until hit at least once with a specific skill or program; and the result of "losing" was character death. Neuromancer was somewhat forgiving of even "death", as a deceased character would be reanimated for the price of whatever money was in his credit chip at the time of death - although remaining logged into cyberspace at some points required credit payment.
Skills and abilities can be purchased as "skill chips" that can be used in a brain jack implanted in the protagonist's head, giving him an edge in a variety of situations. Skills could also increase with successful completion of a difficult task.
The game also used a code wheel as a form of copy protection. The code wheel was necessary to access the PAX terminals in the game at certain points and without it the player hits a dead-end in the plot.
The game is loosely based on the events of the novel Neuromancer by William Gibson. Locations, characters, items and nuances of cyberspace from the novel appear.
Taking place in the year 2058 in Chiba, Japan, the plot centered on the protagonist attempting to discover the truth behind the mysterious disappearances of his friends as well as other, less friendly cyberspace cowboys. Unfortunately, the player's character has fallen on hard times and has had to pawn his cyberspace deck. He awakes in a plate of Ratz' famous spaghetti, and the first order of business is to find some way to retrieve his old deck from the nearby pawnshop.
After obtaining the deck and upgrading the software to enable cyberspace access, the character finds that users of the Matrix are being killed or flatlined by a group of AIs led by a renegade named Greystoke. After destroying Greystoke, the player meets Neuromancer who explains that he has manipulated the player into killing the other AIs, and traps him on a virtual island. However, the player can use their skills to escape and destroy Neuromancer, making the Matrix safe again.
Some other aspects of the book are included in the game as red herrings. For example, the character Armitage can contact the player at one point, but if the player accepts his mission, he and Armitage are immediately arrested.
Computer Gaming World gave Neuromancer a very favorable review, citing the game's pacing and wit, as well as the use of Gibson's setting. Combat was also praised, as was the reward of information for winning combat. The only complaints it had about the game were the predetermined responses in conversation, and the excessive use of disk swapping. [3] The magazine awarded it a title of "Adventure Game of the Year", [4] and in 1996 included it on lists of the "150 Best Games of All Time" [5] and "15 best ways to die in computer gaming". [6] Compute! also favorably reviewed the game, citing the graphics, user interface, and the Devo soundtrack, and only criticizing the "adolescent jokes". [7] The magazine named the game to its list of "nine great games for 1989". [8] In 2004, Neuromancer was inducted into GameSpot's list of the greatest games of all time. [9]
Cyberpunk is a subgenre of science fiction in a dystopian futuristic setting that tends to focus on a "combination of lowlife and high tech", featuring futuristic technological and scientific achievements, such as artificial intelligence and cyberware, juxtaposed with societal collapse, dystopia or decay. Much of cyberpunk is rooted in the New Wave science fiction movement of the 1960s and 1970s, when writers like Philip K. Dick, Michael Moorcock, Roger Zelazny, John Brunner, J. G. Ballard, Philip José Farmer and Harlan Ellison examined the impact of drug culture, technology, and the sexual revolution while avoiding the utopian tendencies of earlier science fiction.
Cyberspace is an interconnected digital environment. It is a type of virtual world popularized with the rise of the Internet. The term entered popular culture from science fiction and the arts but is now used by technology strategists, security professionals, governments, military and industry leaders and entrepreneurs to describe the domain of the global technology environment, commonly defined as standing for the global network of interdependent information technology infrastructures, telecommunications networks and computer processing systems. Others consider cyberspace to be just a notional environment in which communication over computer networks occurs. The word became popular in the 1990s when the use of the Internet, networking, and digital communication were all growing dramatically; the term cyberspace was able to represent the many new ideas and phenomena that were emerging. As a social experience, individuals can interact, exchange ideas, share information, provide social support, conduct business, direct actions, create artistic media, play games, engage in political discussion, and so on, using this global network. Cyberspace users are sometimes referred to as cybernauts.
Neuromancer is a 1984 science fiction novel by American-Canadian writer William Gibson. Considered one of the earliest and best-known works in the cyberpunk genre, it is the only novel to win the Nebula Award, the Philip K. Dick Award, and the Hugo Award. It was Gibson's debut novel and the beginning of the Sprawl trilogy. Set in the future, the novel follows Henry Case, a washed-up hacker hired for one last job, which brings him in contact with a powerful artificial intelligence.
William Ford Gibson is an American-Canadian speculative fiction writer and essayist widely credited with pioneering the science fiction subgenre known as cyberpunk. Beginning his writing career in the late 1970s, his early works were noir, near-future stories that explored the effects of technology, cybernetics, and computer networks on humans, a "combination of lowlife and high tech"—and helped to create an iconography for the information age before the ubiquity of the Internet in the 1990s. Gibson coined the term "cyberspace" for "widespread, interconnected digital technology" in his short story "Burning Chrome" (1982), and later popularized the concept in his acclaimed debut novel Neuromancer (1984). These early works of Gibson's have been credited with "renovating" science fiction literature in the 1980s.
Cyberpunk is a tabletop role-playing game in the dystopian science fiction genre, written by Mike Pondsmith and first published by R. Talsorian Games in 1988. It is typically referred to by its second or fourth edition names, Cyberpunk 2020 and Cyberpunk Red, in order to distinguish it from the cyberpunk genre after which it is named.
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Mona Lisa Overdrive is a science fiction novel by American-Canadian writer William Gibson, published in 1988. It is the final novel of the cyberpunk Sprawl trilogy, following Neuromancer and Count Zero, taking place eight years after the events of the latter. The novel was nominated for the Nebula Award for Best Novel, the Hugo Award for Best Novel, and the Locus Award for Best Science Fiction Novel in 1989.
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The Sprawl trilogy is William Gibson's first set of novels, composed of Neuromancer (1984), Count Zero (1986), and Mona Lisa Overdrive (1988).
Intrusion Countermeasures Electronics (ICE) is a term used in cyberpunk literature to refer to security programs which protect computerized data from being accessed by hackers.
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Special Criminal Investigation, also known as S.C.I. for short or as Chase HQ II: Special Criminal Investigation in some home versions, is vehicular combat racing game published by Taito for arcades in 1989. It is the sequel to the 1988 game Chase H.Q.
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