Zzap
1st October 1987
Categories: Review: Software
Publisher: Starlight Software
Machine: Commodore 64/128
Published in Zzap #30
Zzap Sizzler: A race against time across a fabulous series of scrolling 3D worlds
Red L.E.D.
Earth's resources are running out again, and the only way new power can be generated is by linking the vital cosmic interlace grid. This grid consists of 37 inter-connected coloured hexagons, each representing a world. The objective is to form a continuous line of hexagons from one side of the grid to the other - a task achieved by liberating all the worlds along that line. Three ZMX all-purpose battle robots and an hour of real-time are all that the player has to complete this world-saving task.
A world is captured by teleporting a battle-droid to the landscape in question, and guiding it around to find and collect all four energy pods. These small pyramidal objects activate the exit portal, allowing the landscape to be claimed and the droid transported to the next world.
Each world is filled with danger, including acid lakes, chasms, precipices and steep slopes leading to infinity. Should the droid fall from the landscape, one minute is removed from the total time allowed for the mission. To help find the way around the landscape, a map can be accessed from the keyboard showing the terrain immediately surrounding the remote droid.
Each of the three droids has different assets and capabilities. The first, 'fang', doesn't like the acid pools, but is immunce to gravity and can hang on the sloping walls of the landscape without sliding down. The flat, round hover droid floats across the landscape on a cushion of anti-nothing. He is unaffected by the acid lakes, but has difficulty in coping with hills and valleys. Finally, there's the standard issue droid: he has the least fun of all, being adversely affected by both gravity and acid.
The landscape is infested with enemy robots which home-in and attempt to crash into the active droid. Energy is lost each time a collision occurs, with lost power represented by a shrinking bar. Shooting an attacker, however, expands the bar once again.
Enemy robots are produced by generators which are dotted around the landscape. Blasting these ceases robot production from that unit and gives the droid a large energy boost. The only problem with this is that it angers the remaining robots, who attack with added vigour.
Acid lakes, rivers and acid falls are frozen by tripping a snowflake shaped ice-switch. This freezes the acidic liquid momentarily, allowing both the land droids to cross without sustaining any damage.
Other items found about the landscapes include teleport pads which enable the more arduous terrains to be negotiated successfully, and all-destroying smart bombs which are collected and activated when necessary. Time-distort capsules are occasionally encountered and either add or subtract five minutes to the timer, depending on the way they're spinning. Spinning letters which are collected to eventually spell BONUS and give access to the bonus screen. This screen takes place on the last world played, and the droid negotiates the landscape from the drop-zone to the exit portal within the alloted time. There are no enemy robots around and the exit is open, so it is merely a matter of dexterity and speed.
Points are scored for completing a landscape, shooting the enemy droids and collecting objects. Each time 100,000 points are gained, an extra droid is awarded.
Once a word is finished with, the droid returns to base, and the interlace grid appears once more. Liberated landscapes appear as flowing hexagons, while lands which proved fatal turn white. Once a hexagon has changed colour it may not be attempted again, and so the choice of pathway to take is important. Choose wisely, think straight and get that line.
PS
The inertial control is very difficult to get to grips with, and successfully moving around the anti-droid terrain takes some perseverance. The acid baths, waterfalls and sheer drops are also tricky hazards to contend with, and if that isn't enough you've also got other droids to avoid, objects to collect and alien generators to zap!
The action is constantly furious, and I felt pretty whacked after I finally managed to clear a level - even so I wanted to go straight back for more. Red L.E.D. is speedy, smooth, slick, colourful and compelling - and provides the perfect balance between manual and mental dexterity.
If Starlight can keep up this standard, they should be selling games for a long time to come.
SJ
I thought I'd seen the ultimate in geometric 3D landscapes with Spindizzy, The Sentinel and, to a lesser extent, Marble Madness. Apparently not... Red L.E.D. has ideas to the contrary, containing some of the most realistic and imaginative dioramas I've ever seen on a home computer.
The movement of the droids is great, with just the right amount of difficulty so that each landscape starts off as a challenge - and remains a challenge on successive plays.
The game itself is *huge*. There are loads and loads of screens and they're all very devious and cleverly constructed. Although seeming derivative of other games, Red L.E.D. is in fact unique in its approach and brilliant in its design.
It took them four attempts, but Starlight have finally found their star bright.
JR
After a none-too-impressive start with Deathscape, Greyfell and Dogfight 2187, Starlight has finally hit the big time - and how! Red L.E.D. can only be described as brilliant. Imagine a multi-directionally scrolling Spindizzy with more depth and playability, and you're still only part of the way to visualising Red L.E.D.
The landscapes are superbly designed and have a totally convincing feel as the droids move over them. The inertial control method is fantastic, especially when a droid slides down a hill or skates across the ice. What I particularly like is that you can tackle the game in several ways - either go for a high score, battle through as many landscapes as possible, or complete the challenge proper.
There are five enormous levels of highly addictive play to battle through, giving plenty of long-term challenge. Go out and get this game - it's something really special.
Verdict
Presentation 90%
Logical and well designed game structure, plus the inclusion of a high score table, pause mode and map mode.
Graphics 93%
Superlative backdrops with smooth scrolling and effective movement throughout.
Sound 72%
Limited, but atmospheric sound effects.
Hookability 84%
The comfortable control method makes the action quite easy to get into, and there's a wide choice of landscapes to explore from the start.
Lastability 92%
Finishing one grid is a rewarding challenge - finishing the whole game is a real achievement.
Overall 93%
A truly impressive product, brilliantly designed, implemented and executed.
Other Reviews Of Red L.E.D. For The Commodore 64/128
Red L.E.D. (Starlight Software)
A review
Red L.E.D. (Starlight)
A review by Bohdan Buciak (Commodore User)