||Dr. Brain Action
||(Win98/Win95) (Retail) (DRBRAINAPR)
Ages: 10 and up
Most People Use Only 10% of Their Brainpower...
You're Going to Need a Lot More Than That
Here's the situation: You're one of the world's most brilliant scientists
and have been captured by Sinister People Organized Really Efficiently.
Luckily, you're not alone. Dr. Brain has been captured too. Now it's your job
to break out of your cell, escape the base and foil S.P.O.R.E.'s diabolical
As you explore this intense 3-D world you'll find that every step reveals a
puzzling challenge and your brain is your only weapon.
What you're in for:
- Uses the Unreal Engine to put you inside the puzzle
- Graphically rich environments and character models optimized for Pentium
- 45 twistedly challenging levels
- Intelligent action that forces you to flex your mind instead of your
- FREE multiplayer games over AdventureLink
Think Fast. Think Critical.
Which way is up? Which way is down? And why are there sharks outside that
window? You'll have to answer all of these questions and keep one step ahead of
S.P.O.R.E.'s forces as you escape from the most diabolically designed corporate
headquarters in the world. But don't worry. Dr. Brain will be there to help you
redirect routing systems, commandeer ball cannons, and fly through
gravity-defying field simulators. If you put your heads together, it might just
be enough to take down S.P.O.R.E. and save the world.
Windows 95/98: Pentium 166MHz, quad speed CD-ROM, 32MB RAM, PCI local
bus video card, 100 MB of uncompressed hard drive space, Windows 95 compatible
sound card, 28.8 Kbps modem and ISP account for Internet play.
Optimized for: Pentium III Processor 500 MHz, 128MB RAM, 24x CD-ROM drive,
graphics accelerator card with the 3DFX chipset (like the Voodoo2, Voodoo3 or
Voodoo Banshee), 250 MB of uncompressed hard drive space, Windows 98 compatible
sound card, 56.6 Kbps modem and ISP account for Internet play, Windows 98.
S.P.O.R.E.'s secret underwater base is big,
very big. You'll have a lot of ground to cover if you want to make it to the
These are S.P.O.R.E.'s laboratories, where they
keep all the cool stuff they've been developing in secret. You should check out
all of these to find out what they are up to.
gravity inverters and fusion drills tends to drive up the old electric bill, so
S.P.O.R.E. generates its own power in these gargantuan engine rooms.
The "brains" of the
operation, the main wing contains all of the departments necessary to running a
successful evil organization. Careful, the receptionists aren't very
You'll need to use your brain to get though all 45 missions. SPORE has many
ingenious inventions in their giant underwater base. By using these Gadgets you
can make your way through the base and foil their plan of world domination.
- Everyone can use a Helping Hand, it can throw switches, push objects, and
even stun guards.
- Via switches, buttons or automatically, Turrets fire Attractor Balls,
Energy Balls or Rockets.
- Drones turn right when they hit walls. The only way to change their path is
to move walls around.
- Some Floaters are stationary, some move when bumped, the rest move based on
the SPORE timers.
- Swim up or down levels by using the highly oxygenated fluid-filled
- Attractor Orbs have a strong pull on both the Attractor Balls and the
- Attractor Vest, when turned on with the "E" key you'll get pulled towards
the Attractor Orbs.
- You can route Attractor Balls or use them to test the Orb before using your
- You can push Energy Balls but the ones fired at you can push back,
- Watch out for Rockets, they'll knock you back to the start of the
- Need to turn something On or Off? These color coded Switches will do the
- These activate Buttons are color coded to correspond with turrets and
Quirks: Leaps before he
Backstory: Doctor Brain is the
brilliant, brash, sometimes presumptuous young professor. His scientific
discoveries have made him a scholarly superhero. His non-assuming good nature
makes him a favorite of his students. He's filled with an obligation to mentor
and pass down his experiences to others due to a childhood spent under the
tutelage of his adoptive father, his university's dean.
sometimes rushes headlong into his experiments, not so much cavalier as he is
overly curious. Sometimes, things go right and he makes the school truckloads
of research money. Sometimes he discovers valuable chemicals, or invents "the
next big thing." Most times, however, he builds things as a test to himself.
Useless things. Things that take up space and contribute nothing. He does this
to keep himself busy, constantly puzzling himself and others to achieve a grasp
on the seemingly ungraspable.
Doctor Brain is friendly to everyone and
treats everyone with respect, even if he is showing them up. His students love
his hands-on approach to learning, adopting the credo, "One must learn by doing
the thing; though you think you know it, you have no certainty until you
His scientific outlook is radical because he is not bogged down by
precedent. He learns by doing and is therefore unhampered by common
misconceptions. He is well-versed in popular culture and often uses lines from
famous films or television in his everyday speech.
He's hip, but too busy to
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