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Neuromancer (video game)

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Neuromancer
Developer(s)Interplay Productions
Publisher(s)Mediagenic
Designer(s)Bruce Balfour, Michael Stackpole, Brian Fargo, Troy A. Miles
Platform(s)Amiga, Apple II, Commodore 64, DOS
Release1988
Genre(s)Adventure Game
Mode(s)Single player

Neuromancer is a computer adventure game created by Interplay Productions in 1988 and distributed by Mediagenic (a brand name that Activision was also known by). It was designed by Bruce Balfour, Michael Stackpole, Brian Fargo, and Troy A. Miles who was also responsible for the programming.

It is based loosely on the William Gibson novel of the same name, Neuromancer, and is a traditional side scrolling adventure game that takes place in both the "real world" and the extensively realized world of cyberspace. It is also noted for having a soundtrack based on the Devo song "Some Things Never Change".

Story

From the back of the box:

Nowadays, hacking in somewhere you don't belong can get you in trouble.
In a hundred years, it will get you killed...
You got 30 megs online, three viruses, six Icebreakers, and a smart-mouth ROM construct riding shotgun.
As you go hacking in hard on the immense icy-hard crystal of the new database, something stirs within it. Artificial Intelligence?
"You know," says your ROM construct, "maybe the ice here is so hard not just to keep cowboys like you out, but 'cause they wanta keep something else in."
And then you remember. They're called AIs 'cause they don't care when they kill you.
It's party time in Cyberspace.

Gameplay

Taking place in the year 2058 in Chiba City, Japan, the plot centered around the protagonist attempting to discover the truth behind the mysterious disappearances of their friends as well as other, less than friendly, cyberspace cowboys. Unfortunately, the player's character has fallen on hard times and had to pawn their deck in order to get some fast cash as soon as they had arrived in Chiba City. The first order of business is in trying to find a way to get a deck once you figure out where you are.

The gameplay was split between a traditional side-scrolling adventure where the player would interact with 'real world' inhabitants within Chiba City and a 3D grid representation of cyberspace once they had managed to regain access. Cyberspace combat was also simulated in the game as the player attempted to breach ICE (Intrusion Countermeasure Electronics) to gain entry to database nodes or in facing the formidable AI that they may discover instead. Skills and abilities were purchased as "skill chips" that were used in a brain jack implanted in the protagonist's head, giving him an edge in a variety of situations.

The game also used a code wheel as a form a copy protection. The code wheel was necessary to access the PAX terminals in the game at certain points and without it, the player was not able to proceed.

Novel

The game is loosely based on the events of the novel, Neuromancer, making use of the locations and several of the characters from the book to tell its story as well as the technology. Fans familiar with the book will recognize many of the locations that are represented in the game along with the people, items, and the nuances of cyberspace that were described by William Gibson's work.

See also