Spiro Legacy - Ken Bond RRP œ3.00 (Amiga text adventure) The Wayfarer looks at a new conversion to the Amiga using Hatrack 2. The conversion of any game between machines is always a potential minefield. The Spiro Legacy was no exception for Ken Bond (Amstrad adventure writer extraordinaire). The game was originally written for the Amstrad CPC/PCW machines. When Ken bought his Amiga he decided to try to convert it using the Hatrack 2 utility. When he phoned me to tell me this I offered to playtest for him, a very pleasing experience as I have playtested others of his games on the Amstrad. Ken has a reputation for well thought out puzzles and superb gameplay. His latest on the Amstrad followed the others in this way, and now he has converted it to the Amiga and has brought all of the finesse and polish previously exhibited to the new format. The game had to be adapted to a different handling system, hence puzzles and maps of the Amstrad version do not always hold true on the Amiga. Some completely new puzzles have been introduced in this version, which will cause many minutes of serious thought. In all, the game is as difficult as any of Ken's others and handles beautifully. A truly classic text adventure from a master writer of proven ability. On several occasions Ken had to go back to the utility writers and indeed in one instance a revised version of the program cured a potential headache. But as ever Ken has demonstrated his mastery by producing a new version of an already well-received adventure. The game starts in your own home, when a package is delivered by the postman. This package tells you that your uncle Spiro has died leaving you his estate and house in Abbeyville. The usual formalities of claiming an inheritance do not apply here, your uncle was a renowned stage magician who used white magic to enhance his effects. His close friend, Sir Richard Maltravers, has taken the left hand path (black magic) and you will have to confront him if you wish to claim your inheritance. Gather your possessions and head for the mansion at Abbeyville. In and around the area of the mansion you will find most of what you need to complete the quest; your uncle has thoughtfully hidden spells to help you. Some of these affect you, others affect objects, or even other spells. It certainly pays to experiment with them. Examine and look at everything, some of the amusing responses are well worth it, as Ken has introduced a subtle humour without detracting from the playability or atmosphere of the game. Having thoroughly explored the mansion, explore the grounds, and finally when you are ready to confront Sir Richard in his castle, pay particular attention to the grounds as they hold important clues and a particularly devious hedge maze. Having tackled the castle grounds, now tackle the castle. Some knotty problems await you in the end game but it makes for an extremely enjoyable and (as usual) a very polished game. I was lucky enough to playtest the Amiga version, the original playtesting on the Amstrad version having been done by Lorna Paterson and Joan Pancott (the dynamic duo of Amster playtesting, nothing gets past their eagle eyes) and found that it had translated between formats very well. The game is available from Ken Bond, priced œ3.00 to include post and packing from his usual address: 17 Adel Park Gardens, Adel, Leeds, LS16 8BN.