The Pawn preview (PCW version), Amstrad Computer User, February 1987 issue, p.28-29 - reviewed by Bill BrockNot only disc only but PCW only too!A program raved about for the Atari ST and Commodore 64/128 is now available for the Amstrad PCW - "The Pawn". Written by Magnetic Scrolls and distributed by Rainbird Software, The Pawn has received many accolades for its graphics and its command interpreter. The PCW version lives up to its predecessors, and although the graphics are by necessity only in green and black they are still better than anything else I have seen on this machine. The adventure is a mixture of ancient and modern, a land where dwarves and magicians still live mixed in with thermo nuclear devices and oblique references to television. It is a delightful mixture of classic adventure and modern satire. The program makes much use of the disc and some disc changing is necessary at times. The graphics are excellent and the pictures nearly fill the screen. Fortunately you can scroll the picture up to allow plenty of room beneath for the long and detailed textual descriptions that are another hallmark of this game. Fairly comprehensive editing commands are becoming more common nowadays, especially as input commands of greater complexity are accepted and acted upon. Having just typed in a string of commands, you will soon get frustrated if you have made a simple spelling mistake and then have to type everything in again. The Pawn has a most useful editing facility, allowing the calling back of your last command for re-editing. Communicating with the game is easy as there is a large vocabulary and the parser recognises many different ways of saying the same thing. Smart listener The parser is quite the most intelligent I have come across and an example given in the instructions shows that it will understand such an involved command as GET ALL EXCEPT THE CASES BUT NOT THE VIOLIN CASE THEN KILL THE MAN EATING SHREW WITH THE CONTENTS OF THE VIOLIN CASE. For all that the parser seems so friendly, do not assume that is working solely for you. You must still retain the true adventure's cynical attitude and double check your surroundings. Not all is seen at a first glance, and just because you have felt in your pockets, do not assume there is nothing there except a pocket. In several locations you must talk to characters you meet. As with other commands issued this is easy to accomplish. Whether you ask the right questions is another story! If you get stuck a number of hints given may help you. They are in the form of a series of two character blocks: NB ZO ZX B7 NH 78 O0 GD. Type in HINT; followed by this code. There are several sets of code for each likely problem, the first often gets a flippant response; the third is usually quite useful. A couple of these codes are too long for the input buffer of the PCW to accept (the Atari ST has a larger buffer). Fortunately neither is of vital importance, so do not get all worked up when you find them. Draw your maps with care, as movement from one location to another is not always quite as you would expect it to be. Save your game position regularly and examine everything very carefully. A thoroughly recommended game, with a true adventure dressed up in the most modern mixture of programming technique and off beat humour. |