User manual GAMES PC 1988-NEUROMANCER

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Manual abstract: user guide GAMES PC 1988-NEUROMANCER

Detailed instructions for use are in the User's Guide.

[. . . ] WEIDMAN III By: DEVO DAVE WARHOL ARTWORK BY: SOUNDTRACK SOUND FX BY: TESTING By: BILL DUGAN BRUCE SCHLICKBERND TOM DECKER FASTDOS BY: BILL "BURGER" HEINEMAN Special thanks to Timothy Leary for all his help and inspiration for making Neuromancer a reality. Table of Contents Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . The Real World . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Your Purpose in Life . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Basic Decks and Comlink Access . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [. . . ] There are many different kinds of icebreaking programs-some good and some bad. You'll also notice that icebreakers vary in their effectiveness, but you'll have to experiment on your own to learn more about each one. You'll find that the low-security bases are protected by the weakest ICE. By breaking into these, you can develop your abilities, test your softwarez, and generally prepare for stronger and deadlier combat with medium and high security ICE. But he was paid handsomely for his liver. 5 CYRERSPACE SURWAL Survival in the cyberspace environment depends on the skills, equipment, software, and information you've acquired in the earlier phases of the game. You may often find it necessary to return to the Real World, because you've run out of money or need a new deck, more software, more information, or you need to move to a new jack location to reach another area of cyberspace. LIMITATIONS ON CYRERSPACE TRAVEL There are two primary factors governing the distance that can be travelled at any one time by a cowboy in cyberspace: JACK RANGE LIMIT: There are several cyberspace jacks available in Chiba City. Physically connecting your deck to one of these jacks (`jacking in") determines where you will be located when you enter cyberspace. Most jacks can access only a limited area of cyberspace, called a "zone". Normally, you can only access areas of cyberspace within the jack's zone limit. Using a cyberspace jack costs money just like the long distance telephone charges of the 20th century. This creates another limit on how far you can travel when you're jacked in-if you run out of money on your credit chip, your connection is broken, putting you back in the Real World. CYRERSPACE DECKS . Cyberspace decks, also called cyberdecks or matrix simulators, are illegal for private use, but certain dealers have a liberal definition of private use, and continue to sell them to "independent agencies. " Most cowboys define themselves as independent agencies. If a cowboy can afford it, there are a wide range of matrix simulators available. So many, in fact, that an independent reviewing service known as Consumer Review exists to help people decide which deck to buy. There are a number of differences between the standard deck, which is legally available to the average consumer, and a deck with cyberspace-capability. SHIELDING: Cyberdecks have built-in combat shielding which protects the cyberdeck and its software from ICE attacks. 6 RAM LIMITS: The programs that drive the operating systems in both types of decks, as well as icebreaking and other application softwarez, are enormous in comparison to the size of programs in archaic 20th century computers. Modern deck RAM (Random Access Memory) is highly efficient and can handle a number of these programs with remarkable speed. Decks are continuously powered by an internal power supply so that the memory is non-volatile. Once you've downloaded a program, it stays in memory permanently unless the deck is damaged or you erase the software. Some softwarez, however, are one-shot programs, consuming themselves after you execute them. Top of the line decks, such as the Ono-Sendai Cyberspace Seven, can manage up to 25 programs simultaneously. [. . . ] The skill chip will disappear from your Inventory list since it has been implanted in your skull and is now available for your use. TO USE AN IMPLANTED SKILL: You can only use a skill after it has been implanted in your skull. Select the skill you wish to use by typing the corresponding number from the list. For this example, we'll select "Cryptology. " The Cryptology window will appear, asking for a word to be decoded. [. . . ]

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