MANY people believe that Infocom produces the best adventure games. This obviously depends upon the type of game you favour, active or passive. Is it a total mind bender or do you prefer the adrenalin to be pumped as well?
If you are for the mind-bender type, you may have to consider someone else taking over the lead position. Corruption, written by Magnetic Scrolls and distributed by Rainbird, must surely be the nearest contender we have yet seen as a genuine replacement to Infocom's past successes.
Your knowledge of the lot at the start is minimal. All you have is that your name is Derek Rogers, a financial whiz in the City. Having shown a talent in dealing with today's money markets, you have been offered and accepted a partnership from David Rogers - that could cause some confusion for a start.
The new job seems almost too good to be true. You just love your new BMW with its built-in everything. Back in the office you find that your new secretary is somewhat uncommunicative and that you do not even have your own phone, but as the firm is moving to new premises shortly you are not that worried - or are you...
Initially it is the little things that jar, like the mention of the Serious Fraud Squad in the dealing room and being rather roughly excluded from a meeting with David and the company's legal adviser.
As you start to look around the feeling of unease grows and the discovery of your firm's cheque for £60,000 made out to a wanted criminal is definitely causing cold chills to run up and down your spine.
A fairly short spin at the keyboard will convince you that being framed for insider dealing is only one of your worries. Two successful attempts on your life must make you wonder if there is more than coincidence in the fact that you and your new partner are both D. Rogers.
THERE are plenty of things to find and manipulate in Corruption, but the crux of the game is timing and character interaction.
Everything possible must be examined and noted. Clues found in this fashion can then be fed to other characters via ASK ABOUT or TELL ABOUT. From their replies a fresh line of enquiries may be built up.
Each command you input makes the on-screen clock ticks on one minute. Not only does this mean you must clock watch to ensure you have time to get to any appointments, but also that people and items of interest may appear and disappear as time goes by.
Unless you have an exceedingly good memory you must make notes of what you have spoken about with various people. Some events and replies will only happen if you have completed specific actions.
As time is important, you will certainly be using the save facility. If you return to a previous save you must know what you have said and what you have yet to say.
The box contains some vital information presented in the form of sheets from a filofax notebook and also an audio cassette. The latter you will be cued to play at the appropriate time and is a lovely example of how, with clever editing, an innocent conversation may be used against you.
Graphics are as good as any yet produced by Magnetic Scrolls and not surprisingly concentrate on people rather than scenery. There are the usual frustrating-to-