The year is 2058. Technology has improved so vastly in the last 20 years that every association and company is lined into a common computer network. The centre of the world's technology scene is Tokyo, particularly an area known as Chiba City. This is where the Cowboys hang out.
Cowboys are 21st Century hackers, using state-of-
In Neuromancer you play a down-and-
Walking around Chiba City is achieved by moving a cursor around the screen so that it points in the direction you want to go, then holding the button. When you find someone, you can select an option from a series of bubbles to speak to them. Only by planning conversations, carefully will you glean anything from the inhabitants of the city.
You can also access computer matrices with a deck (once you have one), which could either give you money or useful information to help you further in the game. Upgrade enough and you can regain your status as a top Cowboy and solve the mysteries being penetrated by the conglomerates in Cyberspace.
GRAPHICS AND SOUND
One of the main charms of William Gibson's book and the whole genre is the dark, oppressive and generally run-down atmosphere that it evokes. Unfortunately, although Neuromancer the game has some nicely drawn and animated screens, the atmosphere of the whole thing is much too pristine. Where are the rough grebo styles? Where are the deteriorating buildings retro-fitted with new hardware? Where is the shady, smoggy feel of a high-
As is the way with most role-
Up until now, there has been little in the way of Sci-Fi Amiga RPGs for techno-
Nevertheless, Neuromancer is still a more than reasonable adventure and stretches the old grey matter for a good while.