Instructions for
Robot Messiah
Alphabatim, 1985
Written by Chris Owen, HTML'd by Arnt Gulbrandsen.
Controls
Keyboard, Kempston
Aim of the game
On a planet in a galaxy far away, thousands of robots are being
cruelly used as slaves in deep mines by greedy Androids. One day,
though, a robot named SID succeeds in breaking his programming and
escaping from the Androids. In a cave far underground, he meets an
exiled Android called Socrates, expelled for suggesting that all
machines are created equal. Realising that SID could become a Robot
Messiah and liberate the slave robots, Socrates instructs SID to
achieve upgrade and lead the robots in rebellion...
Game play
To start the uprising, SID must collect three envelopes,
each one containing a section of a computer program. The complete
program must then be input to the Androids' main computer. The
envelopes are scattered around the caves across 152 flick-screens.
Unfortunately, many harmful objects and creatures are to be found
underground. Water, for example, is rather unhealthy if you happen
to be made out of iron... You can find some useful items too - such
as energy reboosters, otherwise known as sticky buns and fruit. Your
energy bar will show you how much energy you have left; you have been
given three energy bars (i.e. lives) to help you in your quest.
To get the three envelopes, three sections of the underground system
must be explored, starting with the caves. To leave them a weight must
be found to place upon a pressure pad to allow entry to the next
section. Moving SID over an object and pressing the pick-up key allows
you to get objects, up to a maximum of three. To combat the creatures,
there is a gun which you can use somewhere in the cave, although you'll
also need a magazine of bullets before you can use it. There are twelve
such magazines scattered around the caves.
Once in the second sectiom. SID finds himself in a buggy travelling
down a long corridor towards the next part. The buggy has a shield
which can be activated if any cave creatures drift towards it, although
this drains energy. A scanner at the top of the screen shows how far
away the test centre is. Once through the corridor, you're in another
room with a pressure pad. The only way out is through the door that the
pad activates - without a weight, you're stuck!
If you do get out of the room then SID enters the test centre. Here the
envelopes must be found and the teleport activated to zap SID back into
the first set of caves so that the computer can be reprogrammed.
Comments
"A passable arcade-adventure, but nothing special."
Rating
72% (CRASH #24, January 1986)
Now
The CRASH verdict says it all... but it's OK for a quick game.
Keys
Left - N
Right - M
Jump - S
Fire - A
Pick up - X
Nettverksgruppa, 10/9-94, sinclair@nvg.ntnu.no