Sinclair User


The Pawn

Author: John Gilbert
Publisher: Rainbird
Machine: Sinclair QL

 
Published in Sinclair User #46

The Pawn

Go roving in Kerovnia, a magical world which is going through a period of social upheaval.

King Erik, the ruler of the land, is beginning to lose his grip on his subjects and can no longer rely on their solid support during times of trouble. The king has not been the same since his wife was assassinated and two factions have been keen to implicate the dwarfs in the affair. The dwarfs controlled the drinks market in Kerovnia, but now the Farthingdon Real Ale Company and the Romni gnomes are fighting for control.

When you arrive in the land, with a sleepy headache and kitted out in pyjamas, a general election is on the horizon and the king is in a very crotchety mood. Not only must you find the solution to the problem posed in the adventure but you must also track down the problem.

You start on an uninspiring path which passes through a rank forest and grassy plain. In the distance you can see the foothills and beyond, a host of snow-capped mountains.

It is easy to find many of the important locations in the adventure but another matter to enter them. The Golden Palace, for instance, is guarded by two violent looking fellows. You can talk to them in a manner similar to that of The Hobbit, from Melbourne House.

You are at the palace to present a latter from Kronos the magician to King Erik. Unfortunately, those guards will not take you to him unless you give them something. You can talk to them until you are blue in the face and they will answer, using an Eliza routine within the program, but you will need those objects.

Objects and money play an important part in the game. Honest John is the man to talk to if you want to equip yourself for adventure. He can supply silver armour, spring water and distilled whiskey but you will have to pay with fergs. If you don't have any money he will tick you off and stomp into the distance.

In a hut, on a hill, you will find another unhelpful character who has a problem with time and reality - or is it you who is confused? You can eat the rice in the bowl at his feet but if you try to get at his cupboards he will kick you.

The Pawn is a text-only adventure, but what text! The descriptions can be set to be as long or short as you want them and once you are into the game it is like reading an interactive novel. Although I have not yet caught up with the object of my quest, I am sure I will be playing the game long after this review has reached you.

Although it is not particularly innovative, The Pawn has the feel and depth of those infamous Infocom adventures which have, for so long, held the attentions of every disc-owning Commode 64 lover. Long live King Erik and The Pawn!

John Gilbert

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