The Pawn Explained

The Pawn
Developer:Magnetic Scrolls
Publisher:Sinclair Research, Rainbird Software
Designer:Rob Steggles
Released:1985: Sinclair QL
1986: Apple II, Amiga, Atari ST, C64
1987: Spectrum
Genre:Interactive fiction
Modes:Single-player
Platforms:Amiga, Amstrad CPC, Amstrad PCW, Apple II, Archimedes, Atari ST, Atari 8-bit, Commodore 64, MS-DOS, Mac, Sinclair QL, ZX Spectrum[1]

The Pawn is an interactive fiction game for the Sinclair QL written by Rob Steggles of Magnetic Scrolls and published by Sinclair Research in 1985. In 1986, graphics were added and the game was released for additional home computers by Rainbird.

Plot

The player's character is knocked unconscious and awakens in the fairyland of Kerovnia, a silver bracelet around their wrist that cannot be removed. A general election is about to be held to decide whether King Erik will be replaced by a dwarf whose campaign promise is to "rid dungeons of mazes of any sort." The character must interact with others and perform tasks for them, gathering objects that will be needed for later tasks in order to escape from Kerovnia and return to reality.

Development

The Pawn was written by Rob Steggles at Magnetic Scrolls in 1985, and a text-only version was first published for the Sinclair QL in 1985.[2] After Magnetic Scrolls secured a publication deal with Rainbird, a graphical version of the game was then released for other platforms in 1986.[3]

The game is written in 68000 assembler. Later versions use a cut-down 68000 virtual machine even on less powerful machines like the Z80-based Sinclair Spectrum. The Amiga version uses digitized instrument samples in its title music early in that computer's lifecycle. The peaceful title music was composed by John Molloy and it features guitar and flute sounds.[4]

Reception

By late 1987, The Pawn was Firebird's second best-selling Amiga game in the United States.[5] Reviewers complimented it for its excellent graphics (on some versions) and the opening music available in some game versions. The game itself–story and parser–got mostly positive reviews.

Two reviews of the game appeared in Dragon:

Awards

In 1988, readers of Crash voted The Pawn "Best Adventure Game of the Year".[13]

It was also "Best Adventure Game of the Year" at the 1987 Golden Joystick Awards.[14]

Notes and References

  1. Web site: Magnetic Scrolls Fact Sheet . Stefan. Meier . 17 June 2015.
  2. Adventure Corner. Personal Computer Weekly. 28. Sunshine Publications. 10 October 1985. 66. 17 June 2015.
  3. The Pawnbrokers. ZX Computing. 54–55. Argus Press. August 1986. 17 June 2015.
  4. Web site: The Pawn's Second Life (or, When Tony Met Anita) . Maher . Jimmy.
  5. The Commodore Games That Live On And On . Compute's Gazette . December 1987 . 24 January 2015 . Ferrell . Keith . 18–22.
  6. News: The Pawn For Atari ST . Compute! . October 1986 . 9 November 2013 . Randall, Neil . 60.
  7. Amiga Preferences . Computer Gaming World . December 1986 . 1 November 2013 . Wagner . Roy . 33 . 45 .
  8. Wagner . Roy . Amiga Preferences . Computer Gaming World . January–February 1987 . 1 . 34 . 42, 55 .
  9. Dunnington . Benn . Brown . Mark R. . Malcolm . Tom . January–February 1987 . Amiga Gallery . Info . 90–95.
  10. Adams . Shay . The Pawn: England's Finest Hour . Commodore Magazine . 8 . 7 . 47 . June 1987 . 2020-05-26.
  11. Lesser. Hartley. Lesser. Pattie. October 1986. The Role of Computers. Dragon. 114. 72–76.
  12. Lesser. Hartley. Lesser. Patricia. Lesser. Kirk. June 1988. The Role of Computers. Dragon. 134. 80–86.
  13. The 1987 CRASH Readers' Awards . . . April 1988 . 51 . 57–58 . Alt URL
  14. Golden Joystick Awards. Computer and Video Games. April 1987. 66. 13 January 2012. 101. Future Publishing.