In deactivators, an original Tigress Marketing video game, control a team of bomb disposal robot in a vast research organization. A terrorist group, in fact, managed to make a breach in internal security system and has placed the powerful explosive devices in different environments, which are each laboratory. Each of these buildings is structured as a grid of rooms in which they are made of the important experiments on gravity. The only way to operate in such environments without damaging the human personality consists in the remote control because droids service. Through these, in essence, we must retrieve each bomb so it detonated outside the building. Unfortunately, each robot can move only within a specific area of \u200b\u200bresponsibility, a handful of rooms, so we also seek to identify ways to make it interact with others. Environments that make up a particular area are connected via a simple port, the different sectors within which they operate the various droids instead exploit: windows, vents, poles, manholes and teleporters. Once in possession of a weapon, it will be activated automatically and must be neutralized before its fuse burned down. To get rid of the bomb we will use a series of steps that involve robots each field, like a real relay race, until it giungere in possesso di colui che potrà finalmente disfarsene lanciandola dentro un'apposita uscita. La missione è tutt'altro che semplice poiché i terroristi, prima di scappare, hanno anche riprogrammato i droidi del sistema di sicurezza. Questi, percepiranno i nostri automi come degli intrusi e pertanto, dopo averli avvistati, faranno di tutto per eliminarli, non prima però di aver scatenato degli inseguimenti furibondi.
Gli automi al nostro servizio non possiedono armi, possono contare solo sulla propria velocità e sulla nostra capacità di governo, sebbene un piccolo aiuto derivi anche by purely self-defeating enemies. The access to some particular areas of a building will also have to be unlocked retrieving the appropriate electronic cards into your computer that oversees the entire building. In so doing, we will activate teleporters, unlock doors, will open slots and disable the force fields. Each robot carries only one item at a time, to switch to a fellow or simply to get rid of them can run at a certain angle. The range of the launch will also depend on the intensity of gravity of each room, among other things suggested by the different type of lighting. The bombs should be handled with some care because, as a result of an impact, possono esplodere improvvisamente, dando così origine ad un ulteriore ostacolo per il raggiungimento del nostro obiettivo. Col progredire dei livelli, il numero degli ambienti che compongono ciascun laboratorio crescerà di conseguenza, i droidi a nostra disposizione diverranno più numerosi e la stessa natura delle singole stanze giocherà un ruolo fondamentale per la riuscita della missione. In altre parole, negli stage più avanzati, non sarà raro incappare in stanze che hanno subito una vera e propria rotazione, col pavimento che di volta in volta farà da soffitto o da parete. In tali circostanze il controllo dei nostri automi diventerà particolarmente laborioso. Inoltre, talvolta, capiterà anche di poter ricorrere ad alcuni droidi bonus to be positioned more strategically important areas.
Longevity is guaranteed both by the presence of five stages of increasing complexity that two different levels of difficulty. The control interface is quite simple: with the joystick control the movements of droid while with the fire button access the menu that allows us to activate all the actions covered by the game. With a series of icons, select the robot to use, how to activate the launch, we look at the surrounding room or simply cancel the action that we were planning. The "gameplay" is growing in two adjacent rooms, each of these is represented by a three-dimensional view in the third person that develops in depth, the view is placed in the wall closer to the observer. The size of the droids and objects are placed in a realistic scale based on distance and the few animations still seem appropriate perceptible. The sub-sonic for the ZX Spectrum smooth cover of the simple "noise" generated by the buzzer, the enhanced version for machines with 128k has, instead, a nice tune and sound effects on the whole effective. In conclusion, deactivators is a great game that is of the sound planning of moves and cooperation between individual members of the team's strengths. The link: Download
deactivators (Tape images)
NB: deactivators can be used with a wide collection of emulators, there are perfect, at least with all those who support files type. tap / . tzx . For my tests I used the ' EmuZWin . The only configuration to be done to use the 128k version is, in fact, in selecting the appropriate model ( File -> Model -> Spectrum 128 ).
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