Project Thesius

by Mike O'Leary and Robert O'Leary

Episode 2 of Saga of a Spy
1986
Espionage

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Review

1 of 1 people found the following review helpful:
More Sean Connery Than Roger Moore, October 24, 2025
by Canalboy (London, UK.)
Related reviews: robico, large, parser, espionage, mazes

This is the second of the Rick Hanson trilogy and is another excellent offering from the O'Leary stable. This time Rick is sent to steal some secret plans to prevent the enemy creating a particle beam accelerator or something (or was it an everlasting light bulb?). I never was very good at Physics or Chemistry.

At any rate Rick is the lad for the job again and you find yourself dripping wet on a beach dressed like Jacques Cousteau after being beached by the submersible equivalent of Calypso (is that John Denver I hear in the background?) The usual tension laden story spins out before you: exploding trunks; ominously swooping helicopters; a psychotic guard dog and coded newspaper articles await our go to espionage man as he travels through a meandering village, a confusing forest and a mine-laden beach with guard dogs snapping at his twinkling feet.

The parser is adequate rather than envelope pushing and the game uses the proprietory MIDGE compression system which crams a quart of words into a 32K BBC pint pot. I occasionally had problems knowing whether a verb was genuinely not understood at all or needed a transitive object to be understood; one such example occurred on the rocky pinnacle towards the climax of the game. Multiple commands on one line are theoretically parseable but in my experience they often cause more trouble than they are worth. Examining an object often produces a description followed by a default "you see nothing special." Stick to the basic two or three word commands would be my suggestion. Synonyms are often ok e.g. "paper" and "newspaper" are both accepted. UNDO, SCORE and VERBOSE are all missing but EXAMINE ALL is unusually and usefully available although I found that the full list of results sometimes disappeared off the top of the screen when using the B-Em emulator when more than seven or eight items were examinable at any one time. The MIDGE compressor, allied with Mr. O'Leary's excellent prose style and story book imagination have helped to create a very well-written and pulse quickening espionage game. There is seldom less than six lines of descriptive text through approximately 210 locations and often a lot more but the output never feels flabby. By way of contrast some of the paths and roads run across more locations than is strictly necessary but this scarcely dilutes the tautness of the action, so well written is the game. The dry mouthed moments when Rick stares danger in the face manage to stay on the right side of farce; Rick is more Sean Connery than Roger Moore and there are no fourth wall destroying winks to the crowd. I would have settled for "nasty" rather than "cruel" for the overall player experience if it wasn't for one completely motivationless action which needs to be performed in the winding lanes of Witherton village; I tried it out of a sense of mischief and was very surprised to find that the result was in fact essential for completion of the game. Do you remember Ray Steven's hit record in 1974? No, not Misty; that was '75...

Unusually for a Robico game there are three mazes and the village maze is a colossal pain in the lane. There are considerably fewer objects than locations and I had to continually map and save, map and restore and gradually join up the many similar locations. The other two mazes both have hints to help you find a way through without the need to fully map them but the first of these (the forest) requires a somewhat odd interpretation of the clock face (to me, anyway). You may also get stuck for something to do in places as it is the kind of game where not solving a particular problem can stop you dead in your tracks.

As usual for Robico there are no light/hunger/thirst/time daemons or inventory barriers to worry about and quite rightly so. Who enjoys a meal in a restaurant when you can only book the table for an hour?

This isn't the kind of game with a puzzle in every room; rather it is a thumping good spy yarn where the (mostly excellent) puzzles integrate holistically with the plot. My personal favourite is the guard dog problem; I was stuck for ages at this point, then had one of those eureka moments. It is a very clever two part puzzle and involves lateral thinking when manipulating an item in your inventory then working out where to use it. Apart from the aforementioned moon logic puzzle in the village all the solutions are I believe fair and logical. There are code puzzles, pursuit puzzles and Grizzly Adams type puzzles to scratch your head over.

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