SUPER AGENT FLINT
Professional, Originally Released On Cassette Only
Game Alias : SUPER SPY FLINT
Game Type : Text Adventure
Authors : C.J. Potter & A. Potter
Standalone Release(s) : 1983: SUPER AGENT FLINT, 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
You are Super Spy Flint! You find yourself in an aeroplane flying somewhere over the South Pacific with only a parachute for company. You have never made a parachute jump before. Your mission is to infiltrate a secret T.E.R.D. (Terrorists for England's Ruin and Destruction) base. Your objective is to locate and capture the T.E.R.D. secret plans for England's (and the world's) domination. Your only means of escape is the T.E.R.D. space rocket which you must liberate and dock with the secret British space station which is 500 miles above the T.E.R.D. base in geostationary orbit.
Best of luck old bean and remember, it's for England.
Instructions' Source : SUPER AGENT FLINT (Potter Programs) Instruction Leaflet
Review (Electron User)
The first thing that strikes you about SUPER AGENT FLINT is the reasonableness of its price - an example I hope other software houses will emulate.
When you load the program, you find that your task is to infiltrate a secret
TERD base to capture their evil plans for world domination. Your only means of
escape is a rocket which you must use to dock with a British space station.
Happily for those of you who lack astronaut experience, the game assumes that
successfully firing the rocket is enough.
The adventure begins in an aeroplane over the South Pacific, You've got a
parachute and there's a green light showing, so your next move is fairly
obvious.
Once you've landed you can start to explore the surrounding countryside. A
submarine and a helicopter will help you in your travels, though the cable car
is more useful in keeping things dry.
The rocket is soon found, but getting it started is something else. You need to
find four things to operate the rocket successfully and finish the game.
Although there are only about forty locations, don't expect these four objects
to be easy to find.
As is beginning to seem usual with Potter Programs, there's no save-game
facility, though there are spelling mistakes. What there is, is quite a lot of
program protection, including a routine to intercept a
<CTRL>-<BREAK>.
At the price of these programs, the programming involved might be put to better
use writing a save-game routine. Overall, although it's in Basic, it's quite
fast and fun to play. At the price I must recommend it.
Merlin, ELECTRON USER 2.10