The concept for the game came from a brainstorming session between Bishop and Palmer; its design and development took five to six months to complete.
Despite the positive reception, it was not commercially successful and Tigress Marketing closed shortly after its release.
[1] To dispose of the bombs, the player must make the deactivators throw them from adjacent rooms until they can be tossed out of the exit.
If a bomb explodes in a room, everything inside it is destroyed, making it impossible to finish the level.
The game was designed by hand using paper to work out the tasks in each building and the timing and routes required to complete them.
The ZX Spectrum version was ranked number 28 in the Your Sinclair "Official Top 100 Games of All Time".
[3] Andrew Wilton from Amstrad Action praised its gameplay, describing it as "excellent" and noting the room perspective changes as the most interesting feature in the game.
The Crash reviewer praised the details and animations of the droids, and the design of the rooms,[2] as did Gwyn from Your Sinclair, who described the graphics as "clean".
[5] The Commodore 64 graphics were also well received by Zzap!64, which called the game's monochromatic appearance to be "unusual, but effective".