The two hip cool trendies from Miami, Crockett and Tubbs,
are on the beat again -- not on foot, by golly, no.
When Miami Cops do it they do it in style in the form
of a flashy black lotus. Some nasty old drug pusher
is in town -- the infamous Mr J -- and the word is out:
he's brought a one million pound shipment of contraband
with him. Midnight, Sunday, is the collection date.
Your mission is to put the squeeze on the network of
dealers, starting at the bottom with the men who will
spill the beans for a measly $10. If you manage to extract
the correct information from them you will be able to
put the heat on their suppliers and work your way through
the evil net until you manage to break it.
The
car is picked up outside City Hall from where you can
begin to explore the town. The car accelerates at an
alarming rate, so you have to keep a careful watch on
your speed. Too fast, and you won't be able to turn
corners; too slow, and you just grind to a halt. The
road is bordered with all the shrubbery that stars in
the TV show; however, it's a darn sight more lethal.
If you come off the road, you explode in a cloud of
blue smoke and are instantly returned to the start,
outside City Hall, where you have to begin your mission
again.
Miami
traffic is pretty dangerous too. Drivers have absolutely
no respect for other road users and drive, quite happily,
into your car even when they see it coming. Luckily,
Crockett is quite nifty with the old revolver and can
hang out the window and give the other cars a quick
blast. One problem is that when in fire mode it is impossible
for the car to turn, either into a side street or just
to avoid the other cars. Once you've coped with the
hazardous scenery, the monomaniacal drivers and the
ever so sharp bends, you can then embark on searching
out the miserable hangouts where the drug pushing hoods
spend their days.
All
the locations where you're likely to meet someone are
named, and it is only possible to enter the named ones.
To do this, stop on the side of the road, press 'fire'
followed by a push 'left' and the screen will automatically
switch to the desired location. Once there, you can
wander about inside, gun in hand. In some buildings
there are evidence bags and these are collected by trundling
over them.
Should
you encounter a crook in your travels, a window will
light up and his name will be displayed. He can be apprehended
by catching, or trapping him and when he eventually
surrenders the option mode is automatically selected.
If your interrogation is successful, then you should
be able to discover a name, place, time and the value
of deal. Once you have finished your interrogation,
pop the meany back in the car and whisk him back to
City Hall where he will be impounded and your score
will be increased.
Timing
is very important. If you enter a building just before
a rendezvous, the druggies will spot your car and abandon
the meeting. Ideally, you need to arrive in mid-meeting,
when all the wheeling and dealing is taking place. Doing
that will either lead to you capturing a crook carrying
the evidence or to obtaining the evidence itself. Unfortunately,
if you arrive twelve minutes after a meeting has taken
place, you will be too late. So, to help you get to
the meetings promptly, there's a timetable included
in the instructions.
Scores
are achieved by capturing a crook and returning him
to City Hall, returning evidence or blasting cars. The
game is over when Crockett and Tubbs are dead or when
they have successfully busted the drugs network and
captured the mysterious Mr J.
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