| I forgot to mention that this program is not copy protected so you
can make as many backups as you need. And there is enough room on
your disk to put some game saves. There *is* actually a *form* of copy
protection associated with the game. Periodically while you're
playing (presumably only once per play session) it will ask you
to turn to a particular place in the novelette that's included in
the package, find a specific line and word, and type it in. You
get 3 chances to get it right. It's limited only to the type of "pirate"
who doesn't bother to photocopy the docs, but it does go Infocom's
enchanter cards and infotater one better. I haven't yet tried to
see what happens if you don't get the word right. I'll be sure
to back it up before I try.
Gary
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| I have to agree that the music and the pictures for "Pawn" are really
stunning. These are the sort of graphics that could enhance text games
- a flawless depiction of the murder scene in "Witness", the volcano
view in "Adventure" (wow!), anything involving maps - and, as "Pawn"
uses them, to simply sketch the general area. My only quibble with them
is that I want more! (Although, since they aren't animated and you
can't do anything with them, it might be cheaper to sell a
"you-see-this" book containing big glossy pictures ("suitable for
framing"). "You see a range of mountains - turn to page 3 - looming
above you.")
Now, if you could stare at the mountainside and see a tiny portal
open up near that odd-shaped boulder, or see the storm clouds rolling
in - that would be a bit more like it.
I do think the text is a bit too slapstick, and the gorgeous graphics
only seem to emphasize the silliness of some of the situations. I've
managed to accept some of Infocom's cutenesses, and it's easier to be
wry and humorous than to maintain an "epic quest" feeling throughout,
but I wish somebody would at least try a proper epic... no
anachronisms, no puns, and the only humor allowed would be from the
hero's sidekick.
Heck, maybe I should just write one!
-b
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| re: .2
Agreed. There is truly a place for the epic adventure. You and
Jim might make a good team. Let me know if you need play testers.
tlh and I would be happy to help out. :-)
I have a half dozen adventures in my head but I'm afraid that I'd
have a hard time penning a strictly serious one. (I also have no
drawing/painting talent, so the meaningful, animated pictures would
be out of the question.)
Er.. back to "Pawn".... I'm not finding it overly silly so much
as downright frustrating. When you are banging your head over a
nagging puzzle, sometimes you don't wish to laugh. So, I have no
objections to the silliness per se, but it has on occasion made
me want to fling the disk across the room.
BTW if you want to avoid Infocom cuteness, stay away from "Leather
Goddesses of Phobos".
Who says it's only a game...
Gary
|
| Well, it's been three years and I can finally say I finished Pawn. I did so
by buying a hint disk and reading it! This game was *EXTREMELY*
frustrating! But since I had told myself that I wouldn't play another
interactive fiction game until the current one was finished, I had to drive
this one to a conclusion. My original thought was to just look at the
script until I found something that I hadn't already encountered, then go
try it and continue on my own. Well...
1. "OK, I've done that... and that... and that... and that... and that..."
(repeat step 1 for about a minute)
2. "Oh, here's something... wait... That's only 5 points. No biggee. I'll
keep looking..."
(repeat steps 1 and 2)
3. Oh, here's the puzzle I was currently stumped on.... wait a minute! You
have to *WHAT*???!!!???!!! AAAARRRRGGGGGHHHH!!!!! What a silly nit!!!
THAT WAS *NOT* FUNNY!!!!!
From my admittedly biased point of view, the solution to this particular
puzzle was thought to be a great joke to the developers, and I wasn't
laughing.
So I just kept reading. I had done everything else! And I had really
'won', that is, there were no more really difficult things to do. Looking
back on it, there was one particular puzzle where the game should have
ended. But the game didn't say 'Thanks for playing, chum. If you really
want to continue, feel free, but that's the big finish.' Infocom games do
something similar to that, and you can get a sense of accomplishment. This
game didn't do that and, as a result, I spent a lot of time trying to find
the big finish when there wasn't one! The *&^#$&#^@&^! game just let me
keep blundering around. Grrr...
And my very fundamental gripe with this particular interactive fiction game
is that it is one of what I call the "put-the-cheese-in-the-slot" games.
The kind where the solutions to the puzzles didn't really make sense...
(with some knowledgeable person looking over your shoulder)
"OK, I can't seem to get 300 points. Now what..."
"Well, you're not going to believe this, but... go to the blue room and...
put the cheese in the slot."
"WHAT???!!!"
"Yep. I know it doesn't make sense, but you have to."
"But, putting the cheese in the slot doesn't *DO ANYTHING*. It doesn't
open a door, or cause a genie to appear, or make it start raining...
or... or ANYTHING!"
"Uh-huh. But it's the only way to get those five points."
I *DO NOT* recommend this game. Stay away. Stay VERY far away.
-jim
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