The Pawn: England's Finest Hour

By Shay Addams ,Commodore Magazine - July 1987, page 47, retyped by Frank Skagemo

When someone told me the parser in this British adventure for the Commodore 64, 128 and Amiga was almost as smart as the Infocom parser, I did not believe it. Though the scenarios of English adventures are often more imaginative than their American counterparts, the programming has always been technically inferior, especially in the parser department. So I was amazed when I played The Pawn, written by Magnetic Scrolls and distributed here by Firebird.

The program handily parses circles around every American counterpart except Infocom's - and it's not far behind that one. How many programs could handle this sentence: "Get all except the cases but not the violin case then kill the man-eating shrew with the contents of the violin case."? With a 3,500-word vocabulary, it understands adjectives, pronouns and two interpretations of the conjunction and instead of just one as with most parsers. That means you can say "Remove the shrew's tail and use it to tie the pole and the noose together."

The parser outdoes Infocom's in the number of multiple commands it can deal with in one whack: 32. Actually, the only significant capability the Infocom parser has that is missing here is the "oops" feature (if you've misspelled or used an unknown word in a command, such as "get the yellow frob," you can say "oops frog" instead of retyping the entire command).

But even the world's smartest parser is just a bunch of bits and bytes unless it's put to work inside a good game, and The Pawn also delivers well-honed prose, vivid graphics, innovative visual effects, and dozens of puzzles - some diabolically difficult, others deceptively simple - in an imaginative story.

After being knocked out on the way home from the market, you awake in the magical land of Kerovnia. On your wrist is a silver band that cannot be removed. Your goal is to escape Kerovnia, where a general election is about to be held to decide whether King Erik will continue to reign. A dwarf, whose campaign pledge is to "rid dungeons of mazes of any sort" is running against the King. Other locals you'll meet are Kronos the Magician, a Guru on a hill, a Dragon and an Adventurer.

The games's title starts to make sense after you've talked to some of these folks - everyone has a task for you and you're never quite sure what goals they're really using you to attain. Kronos, for example, wanted me to deliver a note to King Erik. But the King pitched a fit when he read it, then the guards threw me out of the castle. Most puzzles are object-oriented, and there are scores of things to juggle while figuring out where to use them and how to do so.

If you get stuck, the program's on-line hint feature doles out graduated hints. You just type in encrypted clues from the book to see clues about specific problems. But some clues can't be obtained until your score is high enough. And typos rendered several of the clues completely useless. (Firebird also gives hints over the phone.) Top score is 350 points, and only the sharpest adventurers will get them all without a clue or hint from somewhere.

About 50 of the locations are lushly illustrated, with three text lines visible below. Like most graphic games, The Pawn lets you turn off the pictures. It also introduces new options. For example, if you need to read text currently covered by a picture, you can hit a function key to scroll the picture up or down a line at a time (which is faster than turning the entire picture on and off again). The 64 version has cameos which zoom the picture down to fill a small rectangle in the upper right-hand corner so you can read the entire screen and still se a picture. Text passages often extend across screens and the prose is distinguished by a wry sense of humor.

With all but the 64 version, the entire two-disk program loads into RAM and accesses the disk only to load fresh graphics. Even the 64 version doesn't go to the disk often. The 128 version runs in native 128 mode, has better graphics, and a choice of 40- or 80-column display. Amiga owners will get the best pictures, of course.

The program is not copy-protected. Intermittently it requests you to type in a word from a certain page and line of an accompanying 55-page book, the same scheme employed by Broderbund's Electronic Novels. This means you can make backup copies of the program disks. Technically and creatively, this is England's all-time best adventure game. For advanced players, The Pawn is a must whether you prefer text or graphic adventures. And by the time you finish it, Magnetic Scrolls should have completed their next title, Guild of Thieves.