Going Critical - author Laurence Creighton Published by Adventure Probe Software Emulated Spectrum game on PC, ST and Amiga œ2 - all proceeds going to the Probe fund Reviewed by Sue I've known Laurence Creighton for a number of years and during that time he has released a stack of adventures, Going Critical being his 21st. But I have to admit that I've never seriously played one of his games, so when Barbara sent a copy of his latest game for review, I decided the time had come to find out just how devious he can be. Going Critical is a modern day game set in England. You're out rambling one day when a man in a white coat runs up to you in a frantic state. There's a nuclear power station nearby and it's overheating. There's a danger of it going critical and exploding if it isn't shut down and to do this, they need a key. Yes, you've guessed it, the essential key has gone missing from the control panel. It's up to you to find it - quickly. As stated at the top of this review, this is a Spectrum adventure, emulated on 16-bit machines. It is written with the Quill so it is text only and accepts two-word input. An emulator is provided, with full instructions, and the PC version will run through DOS or Windows but I used my favorite WSpecEm emulator. The disk label is very nicely printed, giving a good first impression. You start the game in a clearing at the foot of a hillside. You can travel in several directions, and immediately you'll find some puzzles. How can you get a aerosol can which is just out of reach? What is hidden under the mound of earth? How can you stop the shed door from springing shut? What can you give the woman to help her to fit her contact lenses? Solving some of these will open up the game further, or provide you with more objects. You'll amass quite a number, and will have to work out what all of them are used for, if you're to succeed in your task. Because this is an emulated game, the descriptions are inevitably abrupt but there is still a fair amount of atmosphere, especially if you have the usual adventurer's high quota of imagination and can visualize the setting and events. But the two word input can be restricting. I often knew what I wanted to do, but not how to phrase it that succinctly. Laurence has made much use of looking under, behind and inside things and feeling under things and has got round the two-word restriction by abbreviating these commands as LUND, LIND, LIN and FUND. I found this quite hard to remember at first but this work-around is a small price to pay for playing such an entertaining game. I haven't finished Going Critical but that's down to lack of time rather than anything else - certainly not lack of enthusiasm. The game is very well written, making allowances for the system used. It isn't the hardest of Laurence's games, I gather - but though I'm finding it generally logical, it isn't a doddle. @~Contact Adventure Probe Software at 52 Burford Road, Liverpool @~L16 6AQ - o -