{{Use British English|date=August 2015}} {{Use dmy dates|date=August 2015}} {{Short description|1988 video game}} {{Infobox video game | title = Neuromancer | image = Neuromancer1988.jpg | alt = The game's cover art | developer = Interplay Productions | publisher = Interplay Productions{{efn|Distributed in North America by Mediagenic and licensed in Europe by Electronic Arts}} | producer = Brian Fargo<br />Troy P. Worrell | designer = Bruce Balfour<br />Brian Fargo<br />Troy A. Miles<br />Michael A. Stackpole | programmer = Troy A. Miles | artist = Charles H. H. Weidman III | composer = Kurt Heiden<br />David Warhol | platforms = Amiga, Apple II, Apple IIGS, Commodore 64, MS-DOS | released = 1988 | genre = Adventure | modes = Single-player }} '''''Neuromancer''''' is an adventure video game developed by Interplay Productions and published by Mediagenic (a brand name of Activision). It was released in 1988 for the Amiga, Apple II, Apple IIGS, Commodore 64, and MS-DOS. It was loosely based on William Gibson's 1984 novel of the same name and set within both the fictional "real world" and the extensively realized and detailed world of cyberspace. It has a soundtrack based on the Devo song "Some Things Never Change" from their album ''Total Devo''.<ref name="Maher16"/> Writer Timothy Leary had sub-contracted the rights to a video game adaptation of the novel, and eventually brought the project to Interplay to develop.<ref name="Verge13"/>

==Development==

The game was originally intended to be a movie tie-in for a 1988 film adaptation of Neuromancer by Cabana Boy Productions, who were in talks with Ridley Scott and Mel Gibson. The Devo song "Some Things Never Change" was originally written for the film and still appears in the game. Interplay had most of their staff working on the game in order to release the game at the same time as the film; when the film was cancelled, Interplay considered cancelling the game as well, but continued development in order to avoid financial penalties.<ref name="mattchat">{{cite web |url=https://www.youtube.com/watch?v=EBy7YlZtGJY |title=MC547: Neuromancer with Becky Burger and Mat }}</ref><ref name="nypl">{{cite web |url=https://www.nypl.org/blog/2013/01/25/transmissions-timothy-leary-papers-keith-haring-mind-movie |title=Transmissions from the Timothy Leary Papers: Keith Haring Makes a Mind Movie The New York Public Library}}</ref>

==Gameplay== The gameplay was split between a traditional adventure setting, where a player could interact with "real world" inhabitants within Chiba City, and a 3D grid representation of cyberspace once the player manages to regain access. Different "real world" locations led to different grid sectors, thus developing the plot and enriching the immersion.

Cyberspace combat was also simulated in the game as the player attempted to breach ICE (Intrusion Countermeasure Electronics) to gain entry to database nodes and potentially face the formidable AI (Artificial Intelligence) entities that hide behind them. "Combat" with ICE consisted of the ICE and the player doing damage to each other (the former through a built-in attack form, the latter based on what programs the player ran; some programs did one-time damage, some did damage over time for a while, and some had other effects such as slowing down the ICE) until either the ICE "cracked" or the player was kicked out of cyberspace. Combat with AIs was similar, except that AIs were damaged primarily with skills rather than programs; were invulnerable until hit at least once with a specific skill or program; and the result of "losing" was character death. Neuromancer was somewhat forgiving of even "death", as a deceased character would be reanimated for the price of whatever money was in his credit chip at the time of death - although remaining logged into cyberspace at some points required credit payment.

Skills and abilities could be purchased as "skill chips" that were to be used in a brain jack implanted in the protagonist's head, giving him an edge in a variety of situations. Skills could also increase with successful completion of a difficult task.

The game also used a code wheel as a form of copy protection. The code wheel was necessary to access the PAX terminals in the game at certain points and without it the player hit a dead-end in the plot.

==Plot== The game is loosely based on the events of the novel ''Neuromancer'' by William Gibson. Locations, characters, items and nuances of cyberspace from the novel appear.

Taking place in the year 2058 in Chiba, Japan, the plot centered on the protagonist attempting to discover the truth behind the mysterious disappearances of his friends as well as other, less friendly cyberspace cowboys. Unfortunately, the player's character has fallen on hard times and has had to pawn his cyberspace deck. He awakes in a plate of Ratz' famous spaghetti, and the first order of business is to find some way to retrieve his old deck from the nearby pawnshop.

After obtaining the deck and upgrading the software to enable cyberspace access, the character finds that users of the Matrix are being killed or flatlined by a group of AIs led by a renegade named Greystoke. After destroying Greystoke, the player meets Neuromancer who explains that he has manipulated the player into killing the other AIs, and traps him on a virtual island. However, the player can use their skills to escape and destroy Neuromancer, making the Matrix safe again.

Some other aspects of the book are included in the game as red herrings. For example, the player can contact Armitage at one point. However, if the player accepts his mission, Armitage is arrested and the player could be arrested as well. In some other parts of the game, there are references to Molly.

==Reception==

''Computer Gaming World'' gave ''Neuromancer'' a very favorable review, citing the game's pacing and wit, as well as the use of Gibson's setting. Combat was also praised, as was the reward of information for winning combat. The only complaints it had about the game were the predetermined responses in conversation, and the excessive use of disk swapping.<ref name="CGW"/> The magazine awarded it a title of "Adventure Game of the Year",<ref name="CGW2"/> and in 1996 included it on lists of the "150 Best Games of All Time"<ref name=CGW1996/> and "15 best ways to die in computer gaming".<ref name="cgw199611bestwaystodie">{{cite news | url=http://www.cgwmuseum.org/galleries/index.php?year=1996&pub=2&id=148 | title=The 15 Best Ways To Die In Computer Gaming | magazine=Computer Gaming World | date=November 1996 | access-date=25 March 2016 | page=107}}</ref> ''Compute!'' also favorably reviewed the game, citing the graphics, user interface, and the Devo soundtrack, and only criticizing the "adolescent jokes".<ref name="farrell198904">{{cite news | url=https://archive.org/stream/1989-04-compute-magazine/Compute_Issue_107_1989_Apr#page/n63/mode/2up | title=Neuromancer | work=Compute! | date=April 1989 | access-date=11 November 2013 | author=Farrell, Keith | pages=62}}</ref> The magazine named the game to its list of "nine great games for 1989".<ref name="gutman198907">{{cite news | url=https://archive.org/stream/1989-07-compute-magazine/Compute_Issue_110_1989_Jul#page/n19/mode/2up | title=Nine for '89 | work=Compute! | date=July 1989 | access-date=11 November 2013 | author=Gutman, Dan | pages=19}}</ref> In 2004, ''Neuromancer'' was inducted into ''GameSpot''{{'}}s list of the greatest games of all time.<ref name="Gamespot">{{cite web|url=http://www.gamespot.com/gamespot/features/all/greatestgames/p-37.html|title=The Greatest Games of All Time: ''Neuromancer''|website=GameSpot|archive-url=https://web.archive.org/web/20071017062953/http://www.gamespot.com/gamespot/features/all/greatestgames/p-37.html | archive-date=October 17, 2007}}</ref>

==Reviews== *''Challenge'' #42 (1990)

==References== {{notelist}} <references> <ref name="Maher16">{{cite web | url=https://www.filfre.net/2016/11/turning-on-booting-up-and-jacking-into-neuromancer/ | title=Turning on, Booting up, and Jacking into Neuromancer | date = 11 November 2016 | last = Maher| first = Jimmy | periodical = The Digital Antiquarian | access-date=8 June 2021}}</ref> <ref name="Verge13">{{cite web | url=https://www.theverge.com/2013/10/1/4791566/timothy-learys-neuromancer-video-game-could-have-been-incredible|title=Timothy Leary's 'Neuromancer' video game could have been incredible | date = 1 October 2013 | last = Robertson | first = Adi | periodical = The Verge | access-date=8 June 2021}}</ref> <ref name = "CGW">{{citation |issue=57 | date = March 1989 | last = Seacat | first = Douglas | magazine = Computer Gaming World | title = Cyberspace Rider | pages = 40, 51}}</ref> <ref name = "CGW2">{{citation | date = October 1989 | magazine = Computer Gaming World | title = Game of the Year Awards | pages = 8}}</ref> <ref name="CGW1996">{{cite news | url=http://www.cgwmuseum.org/galleries/index.php?year=1996&pub=2&id=148 | title=150 Best Games of All Time | magazine=Computer Gaming World | date=November 1996 | access-date=25 March 2016 | pages=64–80}}</ref> </references>

==External links== * {{abime|id=955}} * {{moby game|id=/neuromancer|name=''Neuromancer''}} * {{Internet Archive game|id=msdos_Neuromancer_1988}} * [http://www.c64sets.com/set.html?id=8 Images of ''Neuromancer'' C64 package, manual and screen shots]

{{William Gibson}}

Category:1988 video games Category:Activision games Category:Adaptations of works by William Gibson Category:Adventure games Category:Amiga games Category:Apple II games Category:Apple IIGS games Category:Commodore 64 games Category:Cyberpunk video games Category:DOS games Category:Electronic Arts games Category:Interplay Entertainment games Category:Video games based on novels Category:Video games developed in the United States Category:Video games scored by Barry Leitch Category:Video games set in Chiba Prefecture Category:Video games set in the 2050s Category:Fiction set in 2058