The Tube - Advent Software - RRP œ5.95 (Text/graphics adventure) Reviewed by Neil Shipman After an unsuccessful time as a literature student in Paris you return to London and manage to secure a job in politics with the Conservation Party. But, just before the general election, your Party's manifesto is stolen by the extreme left wing Incoherent Party and locked in the safe at their H.Q. The three keys which will open this have, for some inexplicable reason, been hidden throughout the London Underground and your task is to find them, retrieve the manifesto and return it to your beloved leader, Mrs. Charlotte Pillock. Getting out of the first location isn't too difficult, but your problems really start when you get to your flat, which is where you need to find some money to buy tickets for the Underground. If you aren't wearing the right things then the moneybox will remain hidden, but you don't know this (and you don't get any useful responses to point you in the right direction) so much of it is down to trial and error. Examining and searching everything mentioned in the text isn't enough; you also need to look at the graphics and, on occasion, make some improbable guesses as to what the programmer has in mind. Once down on the Underground you find that you can travel easily around London just by using compass directions to get from one station to another. No getting on and off trains, waiting at ticket barriers or being squashed on the escalators in the rush hour. In fact not much at all. There are no trains and hardly any people and you begin to wonder whether something disastrous has happened. In reality it is the author's almost total lack of imagination that's the reason for this as is evidenced by the descriptions which usually begin "You are on a platform..." and are no more than two lines long. The graphics too are mediocre and depict either a deserted platform or a map of the Tube. Back above ground things are no better. The descriptions continue to be very brief, consisting almost entirely of street names, and the pictures simply show roadway unless you're inside a building. Pointless "instant death" actions and even an "eternal loop" from which there's no escape make any progress tedious to say the least - if you've managed to stick it this far! Little thought seems to have been given to the structure of the adventure and objects can be found in the most unlikely places. For example; there's a screwdriver in the fire (if you can even find that) and a pair of pliers is your prize for winning on a gamecard in the pub. You need both these tools to get one of the keys but, once again, there's no clue to this and no sensible reason why this should be so. The required inputs necessary to solve the puzzles in the adventure are very specific and any synonyms are conspicuous by their absence. Spelling and punctuation are, quite frankly, atrocious. Examples include "From a speaker you here the words...", the response "You cant do that" and even "Baklerloo" instead of "Bakerloo". The text is all squeezed up and what humour there is is on a schoolboy level - no disrespect to younger readers intended. A typical example is the message you get when examining the bed in the cell, namely "It's old and rusty.(a bit like my brain on a good day)" which, for me, says it all. The Tube is quite obviously the author's first attempt at writing an adventure using STAC and is an excellent demonstration of how this utility should not be used. It cannot have had any more than the briefest play-testing or proof-reading, text and graphics show a distinct lack of literary or artistic ability and the puerile humour just makes things worse. When reviewing a poor adventure I usually try to be encouraging but the best advice I can offer to the author in this instance is to quit now. And to those of you who are still thinking of buying it after reading this, don't say you haven't been warned!