Sinclair Library

Secret Mission

Adventure Game: Text/Illustrated · ZX-Spectrum 48K · 1 players · English

Adventure International · 1984 · Pound sterling 9.95

Also known as Mission Impossible (English)

Adventureland, 3 of 13

Pirate AdventureVoodoo Castle

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In the magazines

  • Sinclair User #451985 · Overall4/5
  • C&VG (Computer & Video Games) #411985 · Personal Rating8/10

Elsewhere on the web

  • WorldOfSpectrum 9 votes7.33

In the magazines 23

Sinclair User #45Dec 1985 · p.1284/54/5

Sinclair User

Overall 4/5

Richard Price 4/5

Publisher: Adventure International Price: £9.95 Memory: 48K The second game, Secret Mission, has more of a plot and places you on the inside of a nuclear reactor which is threatened by a suicide bomber. The detctive-cum-spy format is set in a futuristic world where you must learn the function of numerous control panels and must find ways to pass security doors guarded by video cameras and electronic security systems. The reactor building is split into a number of colour coded levels and the first task is to discover the correct passes to enter protected sections. Both programs are well produced and the idea of providing broad hints at difficult points provides an incentive to carry one if you get stuck - which will happen, I assure you.

Read it at Sinclair User Magazine Online

C&VG (Computer & Video Games) #41Mar 1985 · p.208/108/10

C&VG (Computer & Video Games)

Personal Rating 8/10

Simon Marsh 8/10

The original Scott Adams series first started appearing back in 1978, in the days when home computers cost more than a large screen colour TV. That was the era of the TRS-80, Apple and Pet as the main home micros. There followed a boom in cheaper hardware which brought computer ownership within the reach of millions. But in the UK, most of these were British micros like the BBC, Spectrum and Dragon. Adventure players were able to read all about this great Adventure series from the States, but were unable to play them, for they had not been converted to run on British machines. The past year has seen a change in all that. All Scott's new games are released at the outset for the Spectrum and BBC, whilst the classics are steadily being converted - in most cases by Brian Howarth, already famous over here for his own Mysterious Adventure series. So for owners of these machines, who missed Keith's early reviews and wonder if the games are now old hat, here is a collection of brand new reviews of the first four Scott Adams Adventures released for the Spectrum. We don't like repeating ourselves in C&VG, so to get a fresh outlook, Keith asked Stephen Donoghue and Simon Marsh to write them. SECRET MISSION The next in the series can also be found under the title Mission impossible, if you have an old copy. The opening sequences of the game are based on that bygone TV series of the same name and the TV people objected to the use of the title. This one is slightly different from the two preceding games in the series, in that it is not a treasure hunting/storing Adventure. There is, instead, a definite goal that must be attained. The game starts off with you finding yourself in a room with only a tape recorder for company. Playing the tape informed me, Mr Phelps, that my mission (should I decide to accept it) was to stop a saboteur's time bomb destroying an automated nuclear reactor. The saboteur had a heart complaint and, planning suicide with the bomb, was still around. To make movement inside the building difficult, he had rewired the security system! When the tape had stopped playing, I searched the office for the envelope and keys promised me on the tape, but there was none to be found. To put it mildly, I was well and truly stumped, so I got on the phone to Helpline Headquarters (Keith's place) and asked him if my version of the game was corrupted? Keith retorted with a small laugh and mentioned something about moving around a bit and everything would fall into place. He could have given me a bit more help. I cursed under my breath - so much for "staff" perks! But then suddenly, just as he had said, everything started happening. I heard a thump and soon found the saboteur lying on the floor, dead, together with a torn and completely unreadable map. It seemed I was on my own again. Only pride prevented me from phoning Keith again, but I managed to convince myself that I could, somehow, solve the game alone! After a bit of exploration, I managed to obtain a pass that allowed me through some of the security doors around the reactor, but in a moment of stupidity I paid no heed to caution and somehow set off the detonation sequences of the bomb. Within a few moves - BOOOM - I was dead! After a few days' hard work I managed to win through and was rather disappointed that, after all that brain-bashing, I was not rewarded with anything more than a "Well done". I felt that the text was slightly lacking in atmosphere, so for once I have to say that playing the game with the graphics ON is an advantage, to compensate. This game is rated under Scott's own difficulty level as advanced, and I believe him. So don't let this one be your first introduction to Scott's series - try a couple of easier ones first, to become familiar with Scott's own brand of logic.

Micro Adventurer #13Nov 1984 · p.17

Micro Adventurer

Ken Matthews

THE TEXT ACCORDING TO SCOTT ADAMS In the first of a series of visits to the world of Scott Adams, Ken Matthews wanders through Adventureland, Pirate Adventure, and Secret Mission. For the owners of American machines, the name of Scott Adams has long been synonymous with Adventure. Fortunately for we British adventurers the series has been translated for use on most micros, largely due to the efforts of Mike Woodroffe of Calisto Software in Birmingham, who now represent Scott's company (Adventure International) in the UK. Much of the translation has been done by Brian Haworth of Channel 8 fame. Mr Adams has conveniently numbered his adventures and Micro Adventurer will be reviewing the complete series from one to thirteen over the next few issues. Before I begin this mammoth task let's take a brief look at the background to these classics. Scott, in common with many professional programmers, was captivated by the original mainframe adventure Colossal Cave and began by writing a version for his own TRS-80. This was followed by the release of Adventureland, in 1978. After much hard work Adventure International (AI) was launched and now employs over forty people at their offices in Florida. Scott lives in Orlando, Florida with his wife Alexis and three young children. He still writes all his programs at home on his faithful TRS-80 - after 7.30 when the kids have gone to bed - so there's hope for the rest of us! The original twelve adventures were all text but graphic versions are available for some machines. All Scott Adams adventures use the verb/noun, two word command but lose none of their appeal or complexity for that. Those of you reading this without having seen or heard of these adventures might notice many similarities in plot or problems with other British and US products, but be assured - Scott's adventures are the original inspiration. One point I would like you to note before reading the rest of this batch of "hint-reviews" is that they do not represent solutions to the adventures so much as a detailed overview of each game as a whole, with hints at, or for, the major problems as I see them. Obviously, my idea of a problem and yours may differ, so if you're reading this in the hope of finding a clue and can't, please don't despair - note the information at the end of the article about further help. The reviews below were written whilst playing through the adventures and I have refrained from giving details of locations or most objects, not to confound but to leave plenty for you, the adventurer, to discover particularly those of you that, I hope, are following through by playing the game with this at your side. Finally, if this series is your introduction to Adventure and the hints have given help, please think about what you have done and learnt tips from Scott Adams adventures will stand you in good stead to solve countless others spawned from the idea of Mr Adventure himself'. Now, to quote Scott's latest Marvel heroes "Nuff Said!" down to business. ADVENTURELAND This is the first of the series and drops the adventurer right into a forest with exits in all directions. Happily, escape is one move away and you find yourself tiptoeing past a sleeping dragon - you're unarmed and a little too ripe for roasting at the moment to tackle him! You may now arrive safely at the lake shore to find a useful, if rusty, magical axe and some tantalisingly elusive fish. Using the power of the ox - sorry axe! the first treasure is gained and, hopefully, lost? Things are going swimmingly! A visit to the top of a bottomless hole may spark your imagination and it soon becomes clear that Paul's Place is not a fish and chip shop! Where to go next? Another overview might help you find your way into the main part of the adventure. So far, so good - a place to store the hard-won *TREASURE* and you've found the brass lamp that is the good companion to all adventurers. Steadily you descend into the bowels of the earth I hope someone remembered the door key and here you will discover the main problems of the game. First you may encounter some deadly bees but the fact that they are only used to sniffing pleasant odours may be help enough to bottle their anger or steal their honey! Talking to the brick wall won't get you through it and me gasbagging won't help either - or will it? Once the wall is down is the time to stop and jump for joy! Soon you meet the first of Scott's awkward customers - a large, hungry bear. Be very careful how you deal with this meanie - he looks the nervous type and raised voices might push him over the edge! Your score will be building nicely now with six treasures in your collection, but don't let go of the mirror unless you've something soft for it to land on - seven years bad luck is the last thing you need at the moment. More confident now you might go and tackle the maze of pits. Remember it's warm down there, so you could take a drink along. Fortunately each part of the 'maze' is different and you find it's a veritable gold mine of treasure and information. Two treasures are there for the taking - one of them will help you land a third - and there's a giveaway clue for two more. You're sure there's something in the damned lava, if only you could get to it! The only real snag is how to get out of the maze - Aladdin might have wished for a magic carpet - or similar! Well that's about it - Oh Yes! - the dragon? The mirror gives the clue to that but it could bee you don't need it. There is a way to finish it in two moves but I'll leave that to you. Adventureland is rated by AI as moderately difficult but typing 'Help' usually gives a useful clue and I think the game should suit beginner and master alike. PIRATE ADVENTURE Pirate Adventure starts you off in your London flat with a bottle of rum and a sack of crackers - just the items for a quiet evening at home - but of course that's not quite the idea and staying sober is essential for what Mr Adams has in store. Upstairs you find a book that suggests your task, to recover Long John Silver's two treasures from Treasure island, and reveals the way to more items to help with the mission. Getting into the mood and yoho-ing everywhere you suddenly find yourself whisked to a tropical beach - but the place is called Pirate Island. Still I'm sure you knew it wouldn't be that simple! Some parts of a boat are evident and it seems likely that if you want to get to Treasure Island you'd best get busy. You will soon find yourself in a grass hut, faced by a mean and thirsty pirate. There is a talkative parrot of course, who quickly depletes your food supply but his quips seem useful and fair exchange etc. More of a problem is a locked chest so you set off in search of some keys. In a maze of caves you find some hungry crocodiles and a locked door - no help there. You might make your next step to cracking the adventure at the top of the island where, lightly armed, you discover several useful items but a couple of them won't go where you want them - another locked door? - the keys are essential now! Here you get your first view of Treasure Island. It looks too far to swim but you can try if you like. Clawing your way back to the flat you discover that the keys were there all the time. Thank goodness you found them the Master Adventurer would have had you on the carpet if you hadn't. Perhaps you should search the rest of the flat to see what else you've overlooked, before returning to the island. Soon you'll have your map and plans and this should help bolster you up to tackle those crocs. Be brave, don't lose your bottle. At last! Your ship is built and its time to collect your well-rested crew and cast off for Treasure Island. Don't forget your pets and anything else you think could be useful. After a brief but restful cruise you step ashore. If you've kept pace this far, the rest should be pretty simple but you could bear in mind that Pirate's parrots can be pretty pugilistic. Finally don't be impatient to open your present - can't you wait till you get home? Pirate Adventure is the easiest of Scott's classics and I thoroughly recommend it to anyone as a first step in adventure. Scott himself, though, was a little dissatisfied with it and the forthcoming Adventure 14 is a follow-up to it. SECRET MISSION This is the third title of the series. It's original title, Mission impossible, had to be changed after objections from the company -which made the TV series. It is the first of the games where you have a goal to achieve rather than treasures to collect. In this case you must save a nuclear plant from a saboteur's bomb. You begin this task in the briefing room of the plant alongside a heavy tape recorder. Playing the tape makes your mission clear but the envelope of goodies mentioned in the briefing is missing - you might suspect the character who keeps popping his head around the door! At this point you may notice that a device has been implanted in your brain - as if you didn't have enough headaches already! Careful exploration of the areas you can get to should reveal a network of coloured passages, a plastic bucket and, most interesting of all, a control console that seems linked to the security system. Like me you will probably spend ages at this location. First red with rage as nothing seems to happen, then white with fear as the bug in your head wails alarmingly. Perhaps by now you have heard a dull thud and go off to investigate. An empty pill case shows that perhaps not only the saboteur's mind was sick - or was it suicide? However, the deed is done and your map and information are in pieces but the villain has left a clue and you can now progress to the visitors' room. Providing you keep the right company a little excusable vandalism might lead the way to the next part of the adventure. Foiled again! A lot of hard work and it looks as if all you're equipped to do is clean the place up. Even the old mop looks a little shaky. If you've got the console sorted out by now, all areas will be open to you and you can take out pent up frustration on a reluctant door, only to find that it's your fault it wouldn't open in the first place. Caution is essential when dealing with bombs and such so make sure you're relaxed before getting down to it - take in a movie or something. A final word - you don't have long with the bomb so make sure everything is ready and in the right place or you may get a shock! This adventure is rated as Advanced by AI but I feel this may be an overstatement. The main trick is in using the console safely and I've left that to you! As an adventure with a purpose, Mission is very enjoyable and an excellent introduction to Scott's more abstract works like Ghost Town and the fiendish Savage Island. One point though - my BBC version was numbered 4 but this is a printing error: Secret Mission is Adventure 3 and Voodoo Castle is Adventure 4. I hope this stops any confusion. That's it for this month but if you've not found an answer to your problems write in or phone our Adventureline on 01-646 4441 for immediate relief on any Scott Adams (and many other) adventures. Next month we look at Voodoo Castle, The Count and Strange Odyssey and in following months we'll be covering the rest of the series so pop out and get them now!

Tips12
Advert6
Feature2

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Ports
(Atari 8-bit), (BBC Micro), (Commodore 64), (Commodore Plus/4), (Acorn), Mission Impossible Adventure (VIC-20)

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