| S.A.C. Alert
                      
                        
                          | Name: | S.A.C. Alert 
 |  
 |  
                          | Company: | Amiga |  
                          | Model #: | 2105
                              (cassette) & 3125 (cartridge) |  
                          | Programmers: | Jerry Lawson
                              (Videosoft) |  
                          | Year: | 1983 
 |  
                          | Released? | No 
 |  
                          | Notes: | NTSC and
                              PAL prototypes exist 
 |    S.A.C. Alert (S.A.C. standing for Strategic Air
                        Command) is the most complete of the five Amiga
                        prototypes that have turned up, unfortunately it is also
                        most uninteresting being quite similar to the M-Network
                        game Air Raiders (now with ground targets!).  After
                        pressing select to choose between a ground or sea
                        mission (the only difference being the color of the
                        ‘ground’ and the type of enemies you encounter) you will
                        be shown taking off on what has to be the shortest
                        runway in the history of videogames.  Once you are
                        in the air you must shoot at both air and ground/sea
                        targets.  Of course the enemy targets will be
                        shooting back at you, so you must dodge incoming bullets
                        as well.  Although you have an infinite number of
                        bullets, it’s often hard to hit enemy targets making the
                        game a bit more frustrating than it should be.   
  
 
 
You start the game with three planes
                          and 99 units of fuel.  Fuel acts like a timer in
                          this game, and you will crash if it runs out.  In
                          addition to a fuel gauge you also have altimeter
                          showing how high above the ground you are (0 to
                          50).  Being higher lets you shoot down planes,
                          while being lower lets you shoot ground
                          targets).  Be careful though, if your altitude
                          hits zero the ground will turn black and you will
                          crash after a few seconds.   There are also
                          two warning lights on either side of the status bar,
                          these lights will alert you to different
                          dangers.  They will flash red if you are too low
                          to the ground (under 9), yellow if you’re running low
                          on fuel (under 20), and orange if you’ve taken heavy
                          damage
 There
                        are three types of enemies in the game.  
                        Planes patrol the air and will swoop towards you, fire,
                        and run off.  Taking these guys out is easiest when
                        they’re doing their swooping motion as they’ll present
                        the biggest target.  In addition to planes there
                        are anti-aircraft guns (land) and destroyers (sea) that
                        appear at the beginning of the game, but won’t actually
                        start firing at you until the third mission.  
                        If you’ve taken too many damage you can attempt to land
                        for repairs.  To land you need to fly low and look
                        for either a runway (land) or carrier (sea) and line up
                        with it.  Once you’re low enough and lined up with
                        the runway, pull up to land.  It take a bit of
                        getting used to, but it’s not that hard after a few
                        times.   Once you’ve lost all your lives you
                        will be given a final ranking (crew, pilot, or ace) and
                        rated on your performance (0-9).  
 
 
       Interestingly it appears that S.A.C. Alert was
                          designed with the Joyboard controller in mind. 
                          The Joyboard was an odd controller Amiga developed
                          where the player stood on a plastic board that was
                          supported on a little suction cup that stuck to the
                          floor.  The idea was that the player would
                          balance themselves and lean in the direction they
                          wanted the character to move.  This worked far
                          better in concept than in reality and makes most games
                          impossible to play, even those designed for the
                          Joyboard itself.  S.A.C. Alert is no different in
                          this regard so it is not recommended that you break
                          out the Joyboard, regardless of what the prototype box
                          artwork says.   Either the playtesters at
                          Amiga had super human reflexes and balance, or they
                          were just masochists.
 
 
  The history of S.A.C. Alert is interesting. 
                        Originally planned to be a cassette based game for the
                        Amiga Power Module (a Supercharger type unit), it was
                        then moved to the Power Play Arcade series of multicarts
                        (see this
                          page for more information).  S.A.C. Alert
                        would have been teamed up with Mogul Maniac, Surf’s Up,
                        and Off Your Rocker on Power Play Arcade cart #5 (5
                        carts were planned in total).  It’s unknown why
                        Amiga decided to put five completely unrelated games on
                        one cart, but it would have been a real deal for the
                        penny conscious gamer.  Perhaps Amiga knew that the
                        market was becoming cluttered and thought that offering
                        several games on one cartridge was a way to stand out
                        from the crowd (Xonox did something similar with their
                        double enders).  Whatever the reason it was all for
                        naught as the project was cancelled before getting out
                        the door due to Amgia’s decision to stop with the games
                        and focus on a little computer that they’d been
                        developing instead...     
                        
                          
                            | Version | Cart Text | Description |  
                            | ?/??/83 | 
 | NTSC
                                Version 
 |  
                            | ?/??/83 | 
 | PAL Version |    Return
                              to 2600 Software |