FLINT STRIKES BACK: SUPER SPY FLINT III
Professional, Originally Released On Cassette Only
Game Type : Text Adventure
Authors : C.J. Potter & A. Potter
Standalone Release(s) : 1985: FLINT STRIKES BACK, Potter Programs, £2.95
Compilation Release(s) : None
Stated compatibility : Electron
Actual compatibility : Electron, BBC B, B+ and Master 128
Supplier : POTTER PROGRAMS, 7 Warren Close, Sandhurst, Camerley, SURREY
GU17 8JR. Tel: 0252 877608
Disc compatibility : ADFS 1D00, CDFS 1D00, DFS 1D00
Instructions
Instructions currently unavailable.
Review (EUG)
In this no-graphic text adventure from Potter, you return for the third time as the "SUPER AGENT" of its clever title. You have been captured by minions of your old adversary, T.E.R.D. Rather than kill you outright though, they strand you on their space station, aim it at a ball of fire and lock it on course. It will burn up in thirty minutes of real time and only by gaining access to the computer and aborting the program will you be able to turn it around and avoid a fiery end.
Although Potter could probably just have about escaped with such a silly plot
on the stereotypical "bad guys always engineer a spectacular death for the
James Bond-type" line, the scenario rather boggles belief when Flint has been neither tied up nor
incapacitated in any way. The first location of the adventure is a corridor and
a cursory inspection of its environs reveals a very handy identity 'kard' and a
space suit.
It appears T.E.R.D. are not only so stupid as to have left you enough time to
escape 'inevitable doom' (sacrificing their own space station into the
bargain!), they have also allowed you free run of the station itself and given
you infinite inventory space to carry these incredibly convenient items!
The next surprise you find is that there are several guards onboard the
Titanician vessel with you! But are they running around, comprehending their
imminent destruction, desperately jabbing at computer consoles and screaming
"Betrayed by those T.E.R.D.s who were supposed to be our friends!"?
No, not a bit of it. They are standing to attention at certain locations
demanding passwords - which are just as conveniently scrawled uncoded across
walls in other locations!
The plot becomes rather laughable now. Of course this is true in numerous
adventures but even filling in such holes with assumptions like "Perhaps
the guards really are unaware of the situation!" is rendered
ridiculous by the fact that, without the fake id card, they immediately blast
you to death (Why didn't they just do this beforehand?!) but, with the same
appearance and simply carrying it, you are assumed to be a legitimate fellow
T.E.R.D!
Progress is frighteningly easy and the only real obstacle you're likely to encounter during your expedition is time running out. There are no cryptic clues, mazes or illogical problems and, in fact, the few objects you discover only have one purpose - to open doors to allow further access to the station. So, for example, the torch is not to see in a dark location, but to operate a light-sensitive door!
The standard directional commands NORTH, SOUTH, EAST and WEST are understood
(with their abbreviations) but little else and FSB may be the most limited
professional adventure to grace the BBC/Electron series. To use an object, the
word USE is required. Sounds obvious, but generally adventurers will try UNLOCK
DOOR or OPEN DOOR and not USE BRONZE KEY as the game demands. INVENTORY, GET
and DROP work as expected and, in appropriate locations, if the word PASS is
contained in your input, you will be asked to enter the password in an
unnecessary inverse video prompt (which makes the screen look messy) but all
other input brings up the unfeeling message "I don't understand."
Were this not the case, Potter could at least have produced a
"beginners'" adventure. But coupled with the crazy plot, their
decision not to note the PASS and USE commands in instructions would simply
infuriate the amateur. Which brings us to the LOAD and SAVE commands...
There are bugs in the procedures dealing with both in the original code with
the result that the saved position file is left open when retrieved. Attempting
to re-load it after being killed, or re-saving at a later position results in
an error which locks up the game! The commands CLOSE #2 need to be replaced
with CLOSE #0 (to close all files)!
The Mode 6 screen is laid out not unlike several other Potter adventures. The
location description is laid out at the top of the screen while commands are
entered in a smaller window (surrounded by *s) at the bottom. Once again
though, there are errors with text formatting. Whilst words are not cut over
lines in the location descriptions, they are subject to strange and varying
degrees of justification. In the input box, typing INVENTORY gives a list with
no formatting whatsoever! On one occasion, text meant for the input box
appeared in the location description too!
The rest of the errors - yes, there are more! - are unfortunate English
grammatical fluffs: "You were not wearing a space suit and was instantly
sucked out of the ship" is but one example. Many location descriptions are
pathetic: "A room with red lights" is south of one "with orange
lights" and east of "green lights". Those of the spaceship have
an unintentional depressing atmosphere...
Slating over, finally we move onto the 'quest'. The good news is that the quite
large number of locations does encourage its adventurer to make a map and
locating the two keys and three crystals required to hack into the mainframe is
very much assisted by doing so. By using this method I was able to progress to
the very last location in only an hour or so. Unfortunately, much hair-pulling
is involved in figuring out how to insert them into it! Neither USE CRYSTAL nor
USE KEY will work and HELP just brings up the cold "You're on your
own."
This is a thoroughly awful adventure. Devoid of atmosphere, humour, plausible
script, friendly parser, unique puzzles and entertainment, it must qualify as
the worst professional release on the market. ELECTRON USER's
"Adventures" column once wrote that the second of the Flint trilogy
(RETURN OF FLINT) was so bad that it should never have been released and
presumably would've thought the same of these further meanderings! [The real
'super' agent trilogy is that of Robico's RICK HANSON where all this review's
negatives become positives - Ed] The verdict on FSB has to be a resounding
raspberry fit only to be relegated to the back of your games' collection in
record time.
Dave Edwards, EUG #56