Anybody
reading a computer magazine in recent months, must have been aware of
the stir caused by an adventure game called The Pawn.
It
first appeared for the Atari ST and has since been converted for several
machines. A few months ago the first Amstrad version appeared for the
PCW 8256. Soon after we had the pleasure of playing The Pawn for the Amstrad
CPC 6128.
The
Pawn is interesting for two reasons. Firstly, it was produced by Magnetic
Scrolls, a new name in the adventure field. Secondly, it showed a high
degree of technical competence.
Many
good adventure games have been written using adventure creation programs.
Not so The Pawn. It shows what clever and original programming can achieve
- given the funds, dedication and support of a major software house.
Most
experienced adventurers tend to keep their inputs down to the bare minimum
verb/noun combination for two reasons. Firstly, because early games could
only accept such inputs and secondly, because this format makes for the
least typing and quickest method of keeping up the rapid flow of the game.
The
programmers of The Pawn set out to create an operating system that should
allow the rawest of newcomers to enter whatever command comes into their
heads.
Anita
Sinclair of Magnetic Scrolls said she wanted a game her mother could play.
Obviously the inputs have to have some relevance to the situation, but
having accepted that minor limitation almost anything goes.
Although
such sentences as DROP ALL EXCEPT THE VIOLIN CASE THEN KILL THE MAN EATING
SHREW WITH THE CONTENTS OF THE VIOLIN CASE are quite possible, few players
would wish to get involved with such tortuous phrases. More to the point
is the general freedom of action and "speech" given to the player.
The
first version (Atari ST) also had a selection of excellent graphics. The
6128 cannot produce such hi-resolution pictures. Even so, those it has,
are equal to any adventure game on this machine. They are drawn quickly
and fill most of the screen.
The
cursor control keys will scroll the pictures up or down allowing space
for the copious amounts of text that gives the game its true character.
The
story behind The Pawn is described in a glossy 55 page booklet. Although
there are very few clues to the game, it makes entertaining reading and
sets the stage for the adventure.
There
is a blend about the game which mixes modern parody with classic fantasy.
A missing princess, an evil sorcerer and fantastic castles mingle with
a nuclear device, sunglasses and royal photographers. All are mentioned
but whether or not any of this is of any significance must be left to
the player to discover.
You
start knowing nothing, having been transported to the edge of a great
forest in Kerovnia. You must talk to those you meet and solve a variety
of puzzles to expand your knowledge of both Kerovnia and your quest. Draw
your maps carefully and read the text thoroughly.
You
must also exercise your powers of observation - not everything is immediately
obvious at each location. There are a number of editing commands which
make life easier for poor typists. A simple spelling mistake can even
call back that input for re-editing.
There
are several hints which can be accessed by typing in the relevant code
for that problem. This can be laborious as some of them are quite long.
Some clues are more funny than helpful (try listening to the Wall -
Ed). This can be a little frustrating. Several groups of code are
given for each problem - persevere, almost certainly one will be useful.
The
Pawn should remain a classic of its type, not cheap, but worth having.
Rainbird are making a name for only distributing good quality software
and this is no exception. Magnetic Scrolls are now working on several
new adventures. Let's hope that Amstrad users do not have to wait too
long for The Guild of Thieves, Mag Rolls next epic.
Plot | 75 |
Atmosphere | 80 |
Addiction | 75 |
Difficulty | 65 |
Overall | 77 |