MISSING:... ONE DROID

for Atari 400/800/XL/XE

Published by Bug Byte Software 1987

Written by Paul Lay

MISSING:... ONE DROID

Rusty has been seperated from his companions; he is a rather young droid whose manufacture date was not that long ago and he is more than a bit impetuous.

He likes to explore!!

So when he stuck one of his manipulators into a topo-dimensional converter and promply disappeared the central co-ordination computer was not surprised... Oh well another day another droid and logged Rusty in his memory banks as "faulty destroyed". This was, of course, much easier than a report detailing his sudden disappearance from centrals' tracking circuits.

But Rusty was not destroyed...or not yet anyway!! He has found himself in a void alone and assailed by surreal enemies whose only intent is his destruction.

His only chance is to make a run for it!! What little he does know about dimensional converters (and its not a lot) tells him that in a construct universe such as this if he keeps on the move and iighting this should stress the construct enough to ensure that reality inertia will flip him out of the construct and back to the real world at his point of entry.

How long will it take?

A long long time........

Instructions for the Atari 400/800/XL/XE version

Loading:

Cassette:

  • Turn computer off.
  • Insert cassette Into recorder and press the [PLAY] button.
  • Turn computer on while holding down the [START] key.
  • Press the [RETURN] key.
  • The program will then load in about 2 minutes.

Diskette:

  • Turn computer off. Insert diskette into drive.
  • Turn computer on.
  • The program will then load in about 10 seconds.

Controls:

  • [START] key: begin/abort game.
  • [OPTION] key: pause/resume game.

Control is via a joystick in port #1. Move the joystick in the appropriate direction to move the droid. Press the trigger to fire a photon missile in the direction of the joystick. A maximum of 4 photon missiles can be fired at anyone time.

Game Play

  • You begin the game with 10 strength points on level 1.
  • For every baddy you blast your score is incremented by 1 point.
  • For every baddy you collide with your strength is decremented by 1 point.
  • For every heart you collect your strength is incremented by 2 points.
  • When you have blasted everything you move onto the next level.
  • The game ends when your strength is reduced to 0 points.

At the end of the game you will be able to enter your name in the high score table if your score is high enough. Moving the joystick left and right moves the cursor. Moving the joystick up and down alters the character under the cursor. When you've finished entering your name press the trigger.

Written by Paul Lay.

Produced under licence from Analog.

(c) 1987 ANALOG:

Not for sale in the USA or Canada.