RESCUE simulators are on the up, what with the astounding total of two in the last few months. Unlike the other - Hostages - where the deployment of your team was a large part of the game, Mayday Squad has a fixed assault team of three that sticks together at all times. WHich is just as well, for each member has a different skill which the others can't duplicate.
You can choose your team members from the second option screen, the first giving control and difficulty parameters. There must be one leader, one explosives expert and one communication expert, chosen from a list of three each.
The leader is the best shot of the group, the explosives person a wizard at setting charges and throwing grenades, while the comms boffin picks locks and removes security devices.
The Lutonian Embassay - high wit and humour here - has been taken over by the Red Legion, a previously unknown band of international criminals, if such thing is possible. They have a list of 143 demands, one of them obviously being that all razor manufacturers must close forthwith - not one of the terrorists has seen a shave in months.
Unknown to the beardies, the Ambassador's daughter is hiding in one of the rooms. It's your job to find her and take out as many terrorists as possible.
The three brave folk trog around the embassy in what Tynesoft calls a Modified First Person Perspective and what the rest of the world calls a 3D maze. Most of the doors in the embassy are locked, so you'll need to call in the comms person. As it's a good idea to keep the squad leader leading the pack, you'll have to keep swapping which member you are controlling.
Most rooms contain at least two terrorists, so again you'll have to move rapidly from the movement icons to the action screen to off the opponents of Freedom. A joystick is no use here - make sure you choose the mouse option.
Each team member can take between 20 and 50 shots before copping it, but if you find the correct room you can be cured by the resident doctor. This is very necessary because many rooms are booby trapped and as you must search for useful objects, you often set them off.
Hidden doorways, stairs and objects lie in wait for those who search, so the danger element is unavoidable. Once the time is up the terrorists all escape in a helicopter, pausing only to kill anyone they meet.
I guess the graphics fall into the "sort of OK" category, but the doors and objects are all identical. The entrance hall is the worst offender - four doors, north, south, east, west, two terrorists. No matter which way you turn, the view doesn't change.
The end-game sequence is neat, with all sorts of tabloid reports on the siege. Very nicely done.
Tynesoft should have kept this game either purely strategy, which it is partly, or purely arcade. It falls exactly between the two stools by picking a few bits of each. You might like it - I wasn't stunned - but see it running first.