In Issue 29 of
Space Gamer, Jerry Epperson reviewed
Top Secret and commented "I liked the game, despite its faults. The system is new enough that the situations will not become blase (as with other role-playing games) for months or years. And it would be a sound investment for any fans of the James Bond, Executioner, or Avenger stories. Others would be wise to stick with fantasy, if they cannot associate with the heroes of the present." In Issue 67 of
The Space Gamer, W.G. Armintrout compared
Top Secret to rival spy role-playing games
Espionage!, and
Mercenaries, Spies and Private Eyes and commented "
Top Secret is a good game, though I think both of the newer games slightly eclipse it. It has the best combat system of the three — being neither too simple nor too complicated — and the widest variety of 'fun' devices. Adventures are readily available for it. On the other hand,
Top Secret is pretty lame when it comes to non-combat situations. If I were TSR, I'd be thinking about a new edition of the game to stay competitive." In his 1990 book
The Complete Guide to Role-Playing Games, game critic
Rick Swan called
Top Secret "The first espionage RPG of any consequence" and thought the game "holds up amazingly well even a decade after its release." Swan admitted that most of the character generation system had been borrowed from
Advanced Dungeons & Dragons, but thought this was overshadowed by the "gadgets galore" as well as "a first-rate combat system." Swan concluded by giving
Top Secret a solid rating of 3 out of 4.
Supplements Information supplements • ''
Top Secret Administrator's Screen and Mini-Module. Corey Koebernick (1982). (Includes Operation: Executive One'') (The agents must rescue the president, who is being held by a band of Canadian mercenaries in a haunted mansion). •
Agent Dossiers (1983) (Character sheet pack). •
TS007 – Top Secret Companion. Merle Rasmussen (1985). (Expanded rules and new equipment).
Mission modules •
TS001 – Operation: Sprechenhaltestelle. Merle Rasmussen (1980). , this module details a town on the border between East and West [the exact location is never specified] where secrets and subterfuge are everywhere). •
TS002 – Operation: Rapidstrike!.
Mike Carr (1982). (This module details a commando raid on an enemy complex to recover a kidnapped scientist). •
TS003 – Lady in Distress. Mike Carr (1982). (This module's plot involved agents parasailing to rescue a hijacked cruise ship. The module's ship plans were based on the
MS Achille Lauro, which was seized by PLO terrorists in 1985 and resulted in the murder of one passenger.) •
TS004 – Operation: Fastpass. Philip Taterczynski (1983). (This module details a defection at an international puzzle tournament being held behind the Iron Curtain). •
TS005 – Operation: Orient Express. David Cook. (This module contains a series of 6 adventures set on trains in Europe and rules for creating similar adventures). •
TS006 – Operation: Ace of Clubs. Merle Rasmussen (1984). (The agents investigate events at The Ace of Clubs, an exclusive resort and casino operated as a front by The Agency). •
TS008 – Operation: Seventh Seal. Evan Robinson (1985). (The agents have to deal with a nuclear threat by an organization that uses Tarot Cards as code names).
Modules published in Dragon magazine • "The Missile Mission",
Dragon no. 39. Mike Carr. • "Doctor Yes: The Floating Island Mission",
Dragon no. 48 (April 1981). Merle Rasmussen, James Thompson. • "Mad Merc: The Alulu Island Mission",
Dragon no. 56. Merle Rasmussen, James Thompson (1981). • "Chinatown: The Jaded Temple",
Dragon no. 62. Jerry Epperson (1982). • "Wacko World",
Dragon no. 79. Al Taylor. (The agents must investigate a theme park). • "Whiteout",
Dragon no. 87. Merle Rasmussen (1984). (Suspicious incidents at an Antarctic research station require the agents to go undercover to investigate).
Modules published in Gygax magazine • "Operation Rendezvous Oasis",
Gygax no. 4. Merle Rasmussen (2014). ==
Top Secret/S.I. edition==