116 lines
6.7 KiB
Plaintext
116 lines
6.7 KiB
Plaintext
|
SECURITY ALERT
|
|||
|
|
|||
|
SECURITY ALERT is a strategy/arcade adventure written by Mike Livesay,
|
|||
|
published by First Star Software, and distributed by IntraCorp, and it
|
|||
|
offers fine graphics and animation, excellent sound effects, three
|
|||
|
difficulty levels, five scenarios, joystick control, and copy protection.
|
|||
|
The Commodore 64/128 version is the basis of this review.
|
|||
|
|
|||
|
ALERT lets you play the role of a master thief, and it does so by way of
|
|||
|
nicely-integrated strategy and arcade actions, an easy to use point-click
|
|||
|
interface, a variety of screen views, and a fine array of sound effects. To
|
|||
|
be successful, you'll have to outwit robot guards, use tools, crack safes,
|
|||
|
rewire circuits, and make off with the loot. SECURITY ALERT is a nifty and
|
|||
|
suspenseful piece of work that fits perfectly into the Commodore 64.
|
|||
|
|
|||
|
ALERT features five buildings, and the goal of the game is to break into
|
|||
|
each one, search its rooms, grab the goodies, and get away before the
|
|||
|
guards catch you or the timer runs out, which is the same as being caught.
|
|||
|
From the Jewelry Store, you must heist the diamonds; from the Museum you
|
|||
|
must steal the King Tut exhibit; the Bank has gold; the Research lab has a
|
|||
|
secret formula; and the foreign Embassy has war plans.
|
|||
|
|
|||
|
Some buildings have more than one level; all have robot guards that
|
|||
|
patrol the corridors; all have some kind of detection device: heat, sound,
|
|||
|
motion, and weight sensors, cameras, and infrared beams. Along the way,
|
|||
|
you'll find money (for additional points), useful tools, and memos that
|
|||
|
reveal dangers and provide useful information. Doors might have standard
|
|||
|
locks, electronic locks, or special number-coded locks. Tampering with
|
|||
|
doors or devices might set off alarms. Attempting to rewire a circuit might
|
|||
|
or might not disable it.
|
|||
|
|
|||
|
Once you've taken the treasure, you must find a large gold key, which is
|
|||
|
the only key that can open the exit door. Both treasure and key must be
|
|||
|
found before the timer runs out or the guards will grab you and put you in
|
|||
|
a police van, which signifies the end of the game and the beginning of
|
|||
|
incarceration.
|
|||
|
|
|||
|
From the Assignment Screen, you can select any of three difficulty levels
|
|||
|
(Novice, Intermediate, Expert) for any of the five buildings. Regardless
|
|||
|
which difficulty level you choose, though, the Jewelry Store is considered
|
|||
|
easy and the Embassy is considered most difficult, which makes for a
|
|||
|
variety of gaming challenges. The difficulty level affects the number and
|
|||
|
speed of the robots, as well as the items you start the game with.
|
|||
|
|
|||
|
The Game Screen comprises six areas: Main Window, Close-Up Window, Tool
|
|||
|
Boxes, Map Display, View Controls, and Memo Pad. The Main Window is a view
|
|||
|
of the corridors and rooms, through which you move your character; the View
|
|||
|
Controls toggle between top and side views. The Close-Up Window lets you
|
|||
|
zoom in on and manipulate objects, such as safes, detection devices, and
|
|||
|
control circuits; the Tool Box holds the items you'll need (six is the
|
|||
|
maximum you can carry); the Map Display keeps tabs on your location and the
|
|||
|
movements of guards; and the Memo Pad holds timer and coordinates, passes
|
|||
|
along messages and clues, and informs you of the items and loot you've
|
|||
|
found.
|
|||
|
|
|||
|
As you move your character in the Main Window, the building scrolls to
|
|||
|
reveal new areas; your location is updated in the Map Display as well. When
|
|||
|
you reach an object and click the joystick button, the object will appear
|
|||
|
in the Close-Up Window; you can then grab a tool from the Tool Box, move it
|
|||
|
into the Close-Up Window, and manipulate the object. Opening a safe, for
|
|||
|
example, might provide tools you'll need later, such as drills (for
|
|||
|
electronic locks), mirrors (to fake out cameras), other keys and key cards,
|
|||
|
screwdrivers and hammers, infrared goggles, alligator clips, wire cutters,
|
|||
|
flashlights (for unlighted rooms or corridors), dynamite (to blow holes in
|
|||
|
walls), and even a spray can that will cool off heat sensors.
|
|||
|
|
|||
|
There are four levels of alert, which rise as you tamper with devices and
|
|||
|
set off alarms. If you're detected by a security device, an alarm will go
|
|||
|
off. Although the guards are always moving, as indicated on the Map
|
|||
|
Display, they will, depending on the alert level, patrol randomly, respond
|
|||
|
to alarms, or chase you. Their speed, line of vision, and whether or not
|
|||
|
they enter rooms also depends on the alert level. Alarms can be shut off by
|
|||
|
taking an appropriate action, such as moving out of range, making less
|
|||
|
noise, or even by smashing the device with a hammer.
|
|||
|
|
|||
|
ALERT is controlled with a joystick. The stick moves the character in all
|
|||
|
directions; button presses followed by stick actions set movement to any of
|
|||
|
three modes: walking, crawling, or jumping. Crawling and jumping are useful
|
|||
|
for cutting down on noise or bypassing certain devices. Button presses
|
|||
|
examine objects and grab and use tools. Moving the pointer from the
|
|||
|
Close-Up Window to the Main Window constitutes a return to movement.
|
|||
|
Keystrokes can be substituted for certain joystick functions, but the
|
|||
|
Spacebar-invoked Pause feature and the numbers that select its Abort,
|
|||
|
Replay, and Resume options are really the only keystrokes you'll need.
|
|||
|
|
|||
|
The SECURITY ALERT package comes with one double-sided disk that's
|
|||
|
copy-protected, an instruction manual, a map of the Jewelry Store and a
|
|||
|
template for making more maps, and a code card that's used for
|
|||
|
documentation checks. The length of time for a scenario depends on the
|
|||
|
scenario. There is no save option. The manual explains all facets of the
|
|||
|
game, and gives clear examples of cracking a safe and rewiring a control
|
|||
|
circuit.
|
|||
|
|
|||
|
The graphics and animation for ALERT are fine on the C64: colors are
|
|||
|
bright, objects are distinguishable, everything moves smoothly and without
|
|||
|
flicker or breakup. Sounds are not only effectively-used but extremely
|
|||
|
useful: the Map Display tracks the robot guards but if you're busy cracking
|
|||
|
a safe, paying no attention to the Map, the mechanized hum of the guards as
|
|||
|
they pass close by will catch your attention. As for the many detector
|
|||
|
alarms, well, I think they heard them down the block. When you wear the
|
|||
|
goggles, you can see horizontal and vertical infrared beams, which can then
|
|||
|
be avoided by using different views and specific movements.
|
|||
|
|
|||
|
With Novice, Intermediate, and Expert levels, five buildings, 1400 rooms
|
|||
|
(according to the package back), SECURITY ALERT provides many games of
|
|||
|
varying difficulty. Each game is tense and suspenseful, what with the time
|
|||
|
limit and the need to avoid detection, and the Close-Up Window really does
|
|||
|
give the impression of safecracking and circuit-jumping, just like the
|
|||
|
movies do before Rambo steps in and blows everything to smithereens.
|
|||
|
SECURITY ALERT is a cool game that's also a lot of fun.
|
|||
|
|
|||
|
|
|||
|
SECURITY ALERT is published by First Star Software and distributed by
|
|||
|
IntraCorp.
|
|||
|
|
|||
|
|