SpySnatcher - Topologika - RRP œ16.00 (Text adventure for PC and ST) Reviewed by Neil Shipman Topologika have gradually been converting all their titles from the original BBC versions on which I played them to a range of computers which now include both the PC and ST. The latest to undergo this process is SpySnatcher which, as I am sure you can guess, was inspired by Peter Wright's book Spy Catcher. It was written in 1988 at the time of the furore over that book and its release now for these 16 bit machines is remarkably fortuitous coming, as it does, hot on the heels of the publication of Margaret Thatcher: The Downing Street Years. For those readers with incredibly short memories it serves as an admirable reminder of just what a stubborn old bat our ex Prime Minister could be. Okay, that's my political bias out of the way. Now on with the adventure. The chief of MI7, Sir Arthur Cayley (or just 'Z' to his friends), is extremely worried because it looks as if the plans for the new Sonic Macrothrodule [I bet you thought I was going to say Hedgehog!] have been leaked. They were kept in the safe in his office and were there yesterday when he came in at 9 a.m. Today they are still there but, when he went to check them, the safe appeared to have been disturbed. Superintendent Hardy of Special Branch has been assigned to the headquarters of MI7, popularly known as 'The Zoo', on special duties but he hasn't had much success. Consequently Z drafts in you to investigate matters and, hopefully, unmask a mole. He reckons it would take at least an hour for anyone to remove the plans, copy them and put them back. He also tells you who you can probably rule out for one reason or another. Then, obviously confident in your abilities, Z, Hardy and a third person disappear to the local hostelry, aptly named the 'Cloak and Dagger', to await developments. Because your position is unofficial even you are not allowed access to Z's safe; and to complicate matters still further a new Security guard patrols the premises. If you are seen by anybody you will have to abandon the investigation so timing is all- important. Game time advances 1 minute per move and you are always told the current time immediately after the response to your input. Your location and score are shown in a box at the top of the screen and a massive amount of text appears below. And I do mean massive because the locations are well described and, when you do manage to open the safe, you find there are lengthy files on 17 individuals plus a couple on other things for you to peruse. All the action takes place in and around The Zoo and there are only about 50 locations in all. Such a compact setting is however beneficial because a wealth of varied puzzles is set therein and, in the best traditions of espionage, you will find yourself hacking into a computer, cracking codes and secret writings, donning a disguise and, of course, figuring out all the clues you are given to name but a few. I found the best way to tackle the adventure was to concentrate on avoiding the security guard and note down all the sounds of doors opening and closing, dogs barking and conversations overheard whilst doing so. Then, having established the guard's pattern of movement, I was able to avoid him with ease and apply my mind to solving a few of the puzzles which I'd come across. Once the safe was open I was faced with a huge amount of information to amass and oh how much I wished for the ability to script the files direct to disk and/or printer. As it was I had to spend a long time scribbling down copious notes when I really wanted to be getting on with the game. This is one of the areas where Topologika adventures show their age. Unfortunately, the parser has not been updated either and is very restrictive, only recognising one or two word inputs. Hardly any synonyms are catered for and the usual abbreviations we have become used to - l for look, i for inventory, x for examine and z for wait - are similarly lacking. You will first notice this when trying to turn on the lights in the darkened offices. LIGHT ON or just ON is the necessary command so don't bother with anything more sophisticated. Similarly, not being able to WAIT UNTIL a certain time in a game which, by its very nature, involves waiting around is little short of scandalous. I might not be so harsh in my comments here if I had been able to recall and edit/copy commands using the arrow keys but, sadly, even this is not available. With a maximum inventory of ten items it is difficult to know what you must take with you and what you can safely leave behind. This results in a lot of backtracking. Much of the order in which you should be doing things is only apparent with hindsight so regular saving is strongly advised. Even then you will definitely need the on-line HELP which has been provided. SpySnatcher comes in a plastic folder containing a glossy-covered A5 brochure, gameplay instructions, technical notes and a sealed envelope for use with the on-line help facility. I am sorry to be so negative about this adventure particularly as I have enjoyed some of Topologika's earlier titles which I played long ago on my old BBC. Partly this probably stems from the fact that detective games are not my favourite even when they are done well; but to a very great extent SpySnatcher displays totally unacceptable signs of ageing and shows far too many deficiencies. In all honesty, I have played better shareware games. For œ16 it is one to avoid. Sad indeed.