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ZOOM Dr. Brain Action Reaction
Sold Out (Win98/Win95) (Retail) (DRBRAINAPR)
 

Knowledge Adventure

Game

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 plot.

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 III processor
  • 45 twistedly challenging levels
  • Intelligent action that forces you to flex your mind instead of your trigger finger
  • 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.

Requirements:

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.

Places

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 surface.

Perimeter Domes
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.

Engine Rooms
Running massive 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.



Main Wing
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 friendly.

Gadgets

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 Gel-O-Vators.
  • Attractor Orbs have a strong pull on both the Attractor Balls and the Attractor Vest.
  • 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 vest.
  • You can push Energy Balls but the ones fired at you can push back, too.
  • Watch out for Rockets, they'll knock you back to the start of the mission.
  • Need to turn something On or Off? These color coded Switches will do the trick.
  • These activate Buttons are color coded to correspond with turrets and generators.

Dr. Brain

Gender: Male
Age: 26
Nationality: American
Specialities: Everything
Quirks: Leaps before he looks.

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.
Doctor Brain 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 try."
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 know it.



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