Micronaut One
Nexus, 1987
Written by Chris Owen, HTML'd by Arnt Gulbrandsen.
Controls
Keyboard, Kempston
Aim of the game
Welcome to the Guild. Long live His Imperial Majesty Georgius IX.
Now hear this: the Emperor has decreed that you, a member of our
glorious Guild of Equalizers, shall do your utmost to maintain the
Empire's Biocomputers and perform all the duties befitting a member of
this, our Guild. (Imperial Decree LXXVII, dated 24.5.1290 A.O.)
As a member of the Guild of Equalizers, the biotechnicians responsible
for maintaining the huge, asteroid-based Biocomputers, it's your job to
keep these fragile organic machines from damage inflicted by parasites
and simple entropy. The parasites in question are the Scrim, the
mutated descendants of fruit flies which were accidentally introduced
centuries ago. Now the tunnels of your Biocomputer are infested with
Scrim eggs, larvae and their ultimate product, the Jellyfly...
Game play
Your craft is a sort of bidirectional skimmer which can
zoom up and down the winding corridors of the Biocomputer. You've got
a map to help you, and you can set up markers on it to act as homing
points for your craft's Navigational Locking System. You can't actually
turn round (not enough room in the tunnel); instead, slow to a halt and
press down to switch to the rear view (or rather, the front view now).
You can then go on as normal. Note though that you can only switch
direction if you stop first!
You have two main problems: the Scrim, obviously, and the energy levels
of the computer. Being parasites, the Scrim feed off the energy of the
biomachine, which tends to cause serious energy imbalances in the
circuits. Your craft is equipped with an accumulator which allows you
to drain off surplus energy or otherwise top up the computer. You do
this at one of the Energy Transfer Units (ETUs), which look rather like
large winking eyes behind transparent sliding doors. The levels of the
four ETUs (including the one at which you're currently at) are shown
when you stop in front of the eye. Red is danger; green is safe. If the
level of the current ETU is too low or too high, you can increase or
reduce it. If the ETU level gets too low or too high, the computer will
explode. You can only alter the level of the ETU at which you're
currently "docked".
Your craft is equipped with an anti-Scrim weapon, a sort of giant Van
der Graaf generator which spits out tendrils of energy. This, naturally,
uses up a good deal of energy (which could leave you with too little to
top up an ETU). However, you can recover this loss either by draining
an ETU (not recommended) or catching one of the sparkling clouds of
energy particles that coalesce in the corridors. Your weapon's power
level is shown on the console of your skimmer (the second of the three
bars), while above it is the craft's speed and below it a scrolling
message bar gives information about the Biocomputer.
Your main enemy, the Scrim, have a three-stage lifecycle. (You can
get more information on this in the INFO menu - having started the
game, it's a good idea to explore the menu system a little. VIEW will
take you to the action). The three stages, plus the accompanying webs,
are as follows:
- Egg - Small but growing ovoids, impervious to your fire.
There's nothing you can do about these. Laid by
Jellyfly.
- Larvae - Huge and disgusting grubs that mulch their way along
the corridors. Can be destroyed but they need a lot of
energy to zap. It's best to kill them before they turn
into the next stage:
- Jellyfly - The adult Scrim. Looks rather like a high-speed
umbrella. Zooms up and down the corridors looking for
an open section of tunnel, and then lays a couple of
eggs and an energy-gathering web which permanently
blocks the tunnel (_not_ good news). Kill, kill, kill.
- Web - A secreted organic structure which spans a tunnel
and blocks it. Can be destroyed if you get to it before
it's completed.
Too many webs can be fatal - you can be blocked in, or equally badly
an ETU entrance can be sealed off. Either way, you'll be unable to
correct the computer's energy imbalances. It's possible to get rid of
a web if you can get to it before it's complete, but afterwards it's
impervious to your efforts. You'll be informed of where a web has been
strung - make a note of it on the built-in pad and program your NLS to
guide you there before it's too late. The game is thus a constant race
against the ETUs' energy fluctuations and the Scrims' lifecycle. To
complete a level, you have to clear out all the Scrim on that level.
There's a built-in bonus game - a series of races against a computer-
controlled robot (actually a maintenance droid, quite harmless, in the
"real" game). To get to this, tick the RACE option on the SETUP menu
(off the main menu) and go to PLAY. You'll get the chance to choose
a track, pacer and speed, and race against the clock.
Comments
"Original, visually stunning, very playable and addictive".
Rating
92% (CRASH #43, August 1987)
Now
The original comments above are still absolutely correct. One of
the all-time (but under-sung) Spectrum classics. A prime candidate for
updating - just imagine it with DOOM-style graphics...
Keys
Redefinable.
Nettverksgruppa, 5/10-94, sinclair@nvg.ntnu.no