Zzap


They Stole A Million

Publisher: 39 Steps
Machine: Commodore 64/128

 
Published in Zzap #22

An innovative and addictive icon-driven simulation of burglary... without the risk!

They Stole A Million

The Boss: a small-time crook with big ideas. He's had enough of the petty larceny lark and has decided to get into the big time. However, it can't be done alone - so where can he find help? The answer came whilst flicking through a copy of "What Crime" magazine. Some bright spark has compiled a massive database system called SWAG (SoftWare for Aspiring Gangsters) containing information on potential targets, available hoodlums and possible fences. Intrigued by this, The Boss sent for details. And before he knew it, he was sitting in front of his own computer with £55,000 to spend on the necessities for his first big job.

The database is icon-driven and uses a window system to display information. To start with, seven main option are given: New Game; Load Team; Save Team; Set Target; Hire Team; Pick Fence and Plan Raid. Selecting the Set Target option calls up a list of five possible targets: Coin Dealer, Art Gallery, Diamond Merchant, High Street Bank and the Narburak Museum.

Once a target is chosen, some basic information on its location is given, along with the option to buy blueprints. The price of blueprints increases with the importance of the location. Information on the value of the swag within must be obtained - at a price - along with details of security and alarm systems. Otherwise, when it comes to planning a raid the locations of loot, alarms and so on are not shown on the blueprints.

They Stole A Million

Using the information available, a team must be chosen with the necessary skills to pull off the job - of course, a fence is required to discretely 'dispose' of the loot. There are eighteen villains for hire, each with a specific skill and a secondary skill, ranging from safe cracking to lookout. Information on the available team members can be examined before making a choice. Five fences are available, each dealing in two specific areas, for example works of art and gold.

After the Plan Raid stage has loaded, the screen display changes to show an area of the blueprint of the target selected. Beneath this is a set of control icons and display windows used to instruct the team members. It is up to The Boss to mastermind a time-effective route for his hoodlums to follow during the robbery. Members are controlled individually and can be instructed where to go and what to do. Co-ordination is the key and the robbery must be carefully planned so that the villains don't get in each other's way. A clock displays the current time for each member and updates with successive instructions.

When the robbery is underway, the 'Assist' icon can be used to view the progress of the team and help them if required. Occasionally a police patrol passes by and the actions of each member must be temporarily frozen so as not to attract attention. Should the proceedings get a little too sticky, the team can be instructed to leg it. Or if nothing is going to plan, the job can be aborted.

They Stole A Million

If the job is successful, the loot is divided amongst the team and The Boss can go on to plan another, more daring and possibly more productive raid.

Now who said crime doesn't pay...?

JR

Initially, this looks and sounds a bit bland. But once you get into it, you realise there's a great game beneath the seedy exterior. They Stole A Million is more of a puzzle game than anything else - you've got to decide exactly who and what is required for the job and then work out the best way to pull it off.

They Stole A Million

Although the action isn't frenetic, it's certainly nail-biting stuff, especially when you're just about to disappear with the loot and you hear a police siren approaching. Definitely one for those who like to plan ahead rather than blast things straight away.

PS

They Stole A Million is a game with more than its fair share of strategy. A vast amount of planning is needed with timing being all-important. The security systems become rather complex on later jobs, incorporating things such as infra-red beams and cameras that are activated in sequence. Thrilling stuff.

Although the graphics are sparse and the spot FX are minimal, I didn't really notice as I became totally engrossed with the actual playing of the game. It's very satisfying, once the planning is complete, to lie back and watch your motley crew come away with a cool million. Frustrating at times, but surprisingly enjoyable to play.

GH

They Stole A Million

Ignore the crap title - They Stole A Million is one of the most original, atmospheric and compulsive games ever to appear on the C64. I found it incredibly absorbing and highly compelling to play. A great deal of aforethought has to go into planning a job and timing is crucial.

Although graphically and aurally sparse, watching a job being executed is packed with nail-biting tension - and highly rewarding when it's pulled off!

For one, Ariolasoft have come up with something really special. They Stole A Million is a welcome alternative to the current trend of (yawn!) officially licensed tie-ins and conversions, and is definitely worthy of consideration.

Verdict

They Stole A Million

Presentation 94%
Sufficient documentation and an impressive, easy-to-use icon-driven window system.

Graphics 42%
Lacklustre, but not essential.

Sound 29%
Abysmal rendition of 'The Sweeney' tune and a few simple spot FX. Shut it.

Hookability 89%
Deceptively easy to get into, and compulsive from the first job.

Lastability 92%
Five increasingly difficult jobs to crack.

Value For Money 87%
Ten quid isn't asking too much for the opportunity to burgle without the risk.

Overall 90%
An original and absorbing alternative to gratuitous binary violence.