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(Go Hide and Invent. Go Seek and Protect.)

Copyright Jerod Underwood Park 1997
All rights reserved

The time. One hour past sunset.
The city. A major sized one. Though the name is unimportant.
The streets. Dark and dangerous.
The building. Tall, but lonely.
The lab. Bustling with parts and inventions and all kinds of other things.
The girl. A nine-year-old girl with an I.Q. of well over 300 and a passion of invention.
The intruders. Several disguised men have just broken a window in the basement of the building and are entering into the building. Their intentions are unknown. They come bearing fire arms and tools. Their presence is detected by a security camera, alerting the little girl of their presence. She sets the defenses into motion. The effort is negligible. She goes to the phone to call for assistance. Only to find out that the phone has gone dead. Their general direction seems to be upwards. Could they be here to steal the new prototypes that the girl has been working on? All alone, out numbered, and unarmed, she must go out into the empty hallways of the building and, somehow, try to stop them. Her main advantage? That this is her domain. She knows every inch of surface that the building has to offer. And all of its' resources. Including R.E.X., an android dog of her own creation. She knows her first goal is to head to the nearest security station and isolate the elevators to a single floor and lock down all stairwell doors by remote. Leaving only the secret passages between walls and floors and the fire escape hatches in between floors. Her disadvantage? The odds are stacked against her of even slowing them down from their goal. And the player's role in all of this? By using a first person perspective, (a resemblance to Doom) the player must maneuver the little girl around the building using only the tools that she grabbed from the laboratory and the equipment and resources available in various rooms and corridors.

THE PLAYER'S INTERACTION: As the player wanders up and down the corridors of the building in this 3-D atmosphere, the player will come across computer terminals, closets, rooms, stations, desks, and all kinds of other things. All of which can lead to either controlling various devices within the confines of the building or things with which to gather to make useful tools or weapons with which to either slow down or stop the intruders in their path. By using the various terminals, the player will be playing a sort of sub-game. Like controlling defense systems equipped with cameras and stunners, or android security guards on various levels designed to secure the building by non-lethal methods, or by controlling atmosphere and electric door controls. Or, by collecting various items from table tops, closets, shelves, cabinets, etc., the girl's I.Q. comes into play and as the player collects different items, a semi-transparent list will appear in the upper left hand corner displaying the item's names and another list will appear in the upper right hand corner displaying items necessary for creating certain tools. These tools will come in handy when either the girl or R.E.X. will be forced to face the intruders face to face.

SOME OF THE PROTOTYPES: There is a great variety of equipment which could be used for many purposes. Like the Diagnostics Fusion Beam which has the capacity to fix and rewire satellites up in space from the ground. Or the Electron Charge which can create a grid of electricity for planes to run on. And then there is the Quantum Stabilizer with the ability to cause oxygen within a confined area (say a tube) to ignite on fire with an extremely low level of heat output and no toxic waste to speak of. Those and many more miracles of science reside in testing up in that lab. And there is also many pieces of equipment that the girl can request via the building's delivery waiter system. By punching in a request through a touch screen that is located next to the delivery waiter's access door, (located throughout the building) the system uses a robotic arm to load the requested item onto a conveyor belt where it travels to a dumb-waiter and gets loaded into the waiter's compartment. Then, it goes either up or down until it arrives at the floor of the requester. Then, it starts moving via another conveyor belt to the delivery waiter's access door. Finally, the door goes up and the requester takes out the requested item. After all, this building is a modernly customized structure.

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Copyright Jerod Underwood Park 1997
All rights reserved