★ AMSTRAD CPC ★ GAMESLIST ★ THUNDERBIRDS (c) GRANDSLAM ★ |
A100% | Amstrad Action | AMSTAR&CPC | GEN4 |
Tracy Island, playground of the rich and famous. This oasis in the sea is the domain of the fabulously wealthy Tracy clar. and home of the mighty Thunderbirds known to the world as International Rescue. John sends an urgent message from Thunderbird 5: some miners are trapped miles below the surface of the earth. The mine is flooding and the workers look sure to perish. Only a miracle can save them now. 'And that's just what you might get, as Scott Tracy is fond of saying. Brains is stationed in the mole - I.R.'s super tunnelling vehicle - and Alan flies TB2 carrying it to the scene. Before you can say 'OK father the mission begins. Brains has tunnelled his way to the bottom of the shaft, while Alan is topside. The plan is to rendezvous with the miners, Alan Tracy bringing the winch winch down from TB2, while Brains tries to a veil flooding by repairing the pumping equipment. It's a tough task, with the clock to beat as well as the dangers of the mine itself. As they prepare to go in. they have the choice of two pieces of equipment that will help the rescue - a choice of everything from flash lights to guns (grease gun^ that is!). Each IR member is only able to hold two items at any one time, so success is dependent upon knowing where to 'dumpl^ items for Ron (=later on). The mine is very dangerous, though, pitfalls (literally) awaiting Alan or Brains if you let them charge into the darkened (heavy playing hint) tunnels.
Brains is in the most immediate clanger as he tries to stop the mine becoming an under-around pool. He's forced to negotiate old and very rickety lilts and blocked passageways before lie gets a chance to stop the water. Take too long and the guy with the specs takes an early bath - embarrassing as the whole TR team abort their mission and save him. /Mans mam task is making his way quickly down to the miners. There are some helpful devices to speed him along - but again it's finding where they are and how to use them. You control both characters at the same time toggling between pictures of them in action individually, which works like a 'cut* on TV. The game manages to retain the authentic Thunderbiids flavour: heads are too big, lip movements have nothing whatsoever to do with the message screen, ana to see them swim is classic Anderson. It's with wobbly heads and silly walk the woodentops carry out their missions - just like the real (real?) tiling but without the strings. There are three further increasingly complex adventures for the Thunderbiids to complete if the world is to be saved. Alan ana Gordon are dispatched with TB2 and TB4 to the aid of the Oceanic Star: a submarine crippled by the Hoods sabotage. This time the main danger is not falling rocks, but radiation and water flowing through the vessel. The water needs to be evacuated, but most, importantly the nuclear reactor must be shut down to avoid poisoning the ocean. Good grief, even Thunderbirds are green now! Of course being under the sea brings new Acuities, such as the need for oxygen and the threat of attack from sharks, whr strike before you can say F.A.B. Life is made all the more strenuous by a tighter time limit. TB4 stands by as a means of escape if things turn nasty, but the sub (and the environment) must be salvaged if you are to get the third and best stage... The coffee pot communicator starts to buzz. Lady Penelope answers the secret communication from Jeff Tracy, head honcho on the Tracy ranch. The World Intelligence Executive accident report on the Oceanic Star has identified the culprit behind the mining of the sub. Whoever planted the mine also filmed TE2 at the scene, but red tape stops them giving IR the Hood's name. In order to act effectively all IR operations must be top secret. so Parker and Lady P. are asked to break into the bank and steal the file. Later other Thunderbirds can regain the -ape. As well as the guards and the security systems that are set to delay and capture the intrepid pair, there are also a number of puzzles that require action from both characters to solve. The tension reaches hair-tearing stage when, deep inside the vault with the clocking ebbing away, you re forced to try various combinations of switches to open doors or get tools. It's well worth investing time doing some biographical research on the characters, because special personal skills are required to complete the mission. Can you work out how to rob one of the safest banks in the world? If you do including part of the Thunderbirds drama is yours to attempt. Having established that it was your arch enemy The Hood who's been causing you all this grief, it's thne to go ana sort him out once and for all. You're no: out to blow him limb from limb, however for Thunderbirds are far too nice to go around killing people. After all. it's impolite - and bad for the ratings. The Hood. though, has no such moral problems, and is preparing to blackmail the world with a fiendishly evil plan. International Rescue are the worlds only hope, but that hope is fading fast as time runs out. AA |
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