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		 The Gladiator is a futuristic version 
		of the Roman fighting arenas. Your goal is to survive each round of fighting 
		in an arena enclosed in an energy barrier. Outside this barrier are cannons 
		that track your movements and fire at you. You need to destroy them by puncturing 
		a hole in the energy barrier with your Tobo Sphere and then send it into 
		one of the four cannons. Inside the arena are combat droids. As you progress 
		through each round, you will be placed against a higher level combat droid.
		These droids mutate down to a previous level with each direct hit of your 
		Tobo Sphere until they are finally destroyed. 
		The inspiration for The Gladiator was the Walt Disney movie, "Tron" starring 
		Jeff Bridges and Bruce Boxleitner. The movie was a bit of a flop to those 
		expecting another "cutTesy" Disney movie but the die hard computer nerds of 
		the day fell over backwards for it and today has become a bit of a cult classic. 
		The sound in this game is awesome! After playing it again after so many years, 
		I was blown over by the sound, especially considering the limited sound 
		capabilities of the TRS-80. I honestly believe that it left many of the games 
		on the other systems of the time for dead. The action was also frantic, carrying 
		the tradition I started with Neutroid.
		 
		  
		  Original Story Pretext
		
		 
		"The scene is a 21st century colliseum and the Gladiator is beamed into 
		the centre of the arena. But the sword and shield has now been replaced by
		the Body Field and Tobo Sphere and where the Gladiator once fought with dangerous 
		animals and other skilled combatants, he is now involved with the deadly 
		ZENUS-5 series of muto-combat droids and tracker cannons. He prepares to 
		cast his Tobo knowing that he is outnumbered and that his opposition is 
		determined to have him down. Only speed, skill and quick wit will carry him 
		through the events."
		 
		  
		  Game Development
		
		 
		This game follows on with the philosophy of Neutroid but takes out the 
		abstractness and replaces it with a human character versus mutating battle 
		droids. It contains the same concepts as Neutroid, lots of complex sound, 
		fast and frantic action and a need for quick decision making.
		 
		 
		 
 
		As all the games prior to this, all programming was done using a cassette 
		based TRS-80 Model 1. I had to load the Editor/Assembler via tape (3 mins), 
		the assembly source code into it (up to 5 mins), key in my latest additions 
		and corrections (which were hand written first) then save the new source 
		code (up to 5 mins) and finally save a compiled binary (2 mins) after which 
		I could load the binary into memory (2 mins) and any graphics and sound table 
		data (2 mins) to see it run.... or fall in a heap if there were bugs. Very 
		time consuming but at the time, I hadn't experienced better and so it really 
		didn't bother me. The time waiting for data to load from the 500 baud cassette 
		was used to write up more code or work out a fix for a bug.
		 
		I did have one drama during this development period. I only had a 16K TRS-80 
		at the time and so I had run out of memory to hold the assembly source code 
		so I split the source into two separate blocks. One contained the common 
		subroutines while the other contained the main game code. Somewhere along 
		the line, one of the blocks on the cassette became corrupt and unreadable. 
		Luckily, I always kept two rotating copies of the code so I fell back a version 
		and just had to retype in the missing parts of the code.  
		 
		  Marketing and 
		  Sales
		
		 Gladiator was a great game although hard to master. It required a mastery 
		of the arrow keys on the keyboard used to move your character around the 
		arena. Sales were an improvement over Neutroid and I felt I was starting 
		have some success. 
		The package art that I drew bears a resemblance to the electronic warriors 
		in "Tron" which as I mentioned, was the inspiration for this game.
		 
		I was proud of Gladiator. It was a good game with some neat animation and 
		fantastic sound effects. People were starting to see the quality in my games. 
		If I could have had a US distributor for this game, I believe it would have 
		been a big seller. Alas, living in Brisbane, Australia and no such thing 
		as the internet then, all marketing was confined to clubs and mail outs of 
		my newly created software catalogue to all my past customers. I guess I was 
		on the wrong side of the planet.
		 
		 
		 
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