145 lines
8.8 KiB
Plaintext
145 lines
8.8 KiB
Plaintext
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LEISURE SUIT LARRY III: PASSIONATE PATTI IN PURSUIT OF THE PULSATING PECTORALS
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There is, by this time, probably no single character in computer fiction as
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widely known or loved as Larry...Larry Laffer, a/k/a Leisure Suit Larry. This
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perennial loser has gone from Lost Wages to Los Angeles to Nontoonyt (pronounced
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"None-tonight") Island. Every time he completes an adventure, we assume that
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this balding, clumsy software salesman has found the relationship of his dreams.
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But we're always delighted to learn that no, things have not worked out
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perfectly, and there are more adventures to be had. This time, though, Larry's
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only half of the story; the other half belongs to Passionate Patti, lounge act
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extraordinare, whose brief appearance in LEISURE SUIT LARRY II foreshadowed this
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second sequel, LEISURE SUIT LARRY III: PASSIONATE PATTI IN PURSUIT OF THE
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PULSATING PECTORALS. (This review is based on the IBM-PC version; Atari ST
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version notes follow.)
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Larry fans will be glad to know there are just as many ridiculous visual gags,
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obnoxious jokes, poor-taste situations and slaps to the Moral Majority as in the
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previous games, and that LSL3 is undoubtedly the raunchiest of the lot (though
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never downright disgusting or graphic). What's new and unusual is that you'll
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switch characters partway into the game, assuming the role of Passionate Patti.
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Patti's a classy lady, resourceful and always elegant, and if this were real
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life, you'd ask yourself, "What does she _see_ in him?" But this isn't reality,
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this is the imagination of the cheerfully demented Al Lowe, author of the
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series.
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When we last left Larry, he was alive and well on Nontoonyt Island. Having
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fortuitously defeated the evil Dr. Nonookee, Larry is given half the island and
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the hand of Chief Kenneewauwau's fabulous daughter, Kalalau. But civilization
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encroaches: Condos, malls, casinos, and health clubs dot the forest, imported
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souvenirs are sold on the beach, and Nontoonyt becomes not so much an island as
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a package deal. Natives, Inc. is the conglomerate overseeing this
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commercialization, and it's owned and operated by Chairman Kenneth
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(Kenneewauwau).
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Larry's happily ensconced in the marketing department at Natives, Inc. He's put
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on a few pounds, too. But as the game begins, Larry's world is shaken to its
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very core: Kalalau, in a dramatic and particularly cruel change of heart, throws
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Larry out. (Does this situation sound familiar?) Chairman Kenny takes the
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opportunity to relieve Larry of his employment. So Larry begins life anew,
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homeless, without a penny in his polyester pocket, surrounded by the island's
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contingent of very beautiful women.
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Should Larry correctly solve the usual puzzles, he'll eventually meet and woo
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Patti. Then, after a climactic romantic encounter, a horrible misunderstanding
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wrenches the two apart. It's here that you'll switch identities and assume the
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role of Patti in her quest to be reunited with Larry...Larry Laffer. Caution: Do
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not be misled by the marketing blurb on the back of the box: "...the first
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Sierra game every to allow you to switch roles and see the story from another
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point of view." You do _not_ have any control over which character you play, or
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when.
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Patti's part of the game is somewhat different in tone that of Larry's. She has
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comparatively few puzzles to solve, but she does have a maze and an arcade
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sequence to float through. The maze is easily mappable (and the solution, for
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those without the patience to map, is cleverly integrated into the manual). The
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arcade sequence, which features a playing field straight out of GRAY'S ANATOMY,
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is also pretty simple as long as you use the save/restore interface.
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Patti's portion of the plot seemed briefer and even more linear than Larry's.
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I'd like to have seen a story that was 80% Patti and 20% Larry; as it is, it
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seems more like 75% Larry and 25% Patti. The whole game is linear to begin with;
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you very often can't solve a problem in one location until you complete an
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unrelated puzzle in another area. This is definitely the most frustrating aspect
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of the game.
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Another aspect I had a problem with: There are a lot of locations in the manual
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that correspond to locations in the actual game. That's fine. But there are a
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lot of major references to places you can't get to in the game, which can be
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confusing -- especially since one of the locations that _is_ available is
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extraordinarily difficult to find.
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There's also a claustrophobic feeling surrounding this particular outing. In
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LSL1, you could zip around town to many locations in the taxi. In LSL2, you went
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from L.A. to a steamship to an island to an airplane to another island. In LSL3,
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you spend practically the whole adventure on the same little island, with
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similar scenery throughout. I missed the variety of locales and the sense of
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expansiveness that other LSL games provided.
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The graphics in LSL3 are Sierra's usual good job, but again, because of the
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dense jungle all around, I missed the grand, sweeping vistas so plentiful in
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LSL2. The music (on the Roland MT-32) is excellent; there are dozens of superb
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sound effects that constantly surprised and delighted me.
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I enjoyed the puzzles for the most part, and although I didn't find any of them
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especially difficult, I didn't find any of them wonderfully clever, either. The
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ending is hilarious enough to make up for the fact that it's suspiciously
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similar to SPACE QUEST III's ending. There's an insular feeling in some Sierra
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games, as if you need to be familiar with the company and the company's other
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products in order get the joke. That happens more in LSL3 than in their other
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games, but perhaps it's an understandable element in a sequel to a sequel.
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LSL3 is very funny from start to finish -- cute and clever, but not much of a
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groundbreaker. It's breezy and easy to play and builds to a great (if totally
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bizarre) ending. As in LSL1 and LSL2, you have the impression at the end that
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"they lived happily ever after." This time, I _would_ like to see Larry live
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happily ever after. I love Al Lowe's broad sense of humor and I'd enjoy seeing
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more work by him (possibly even involving Larry). But the LEISURE SUIT LARRY
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series seems to have run its course, and perhaps it's time for something
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completely different.
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In the IBM version, there are 12 disks: four 3-1/2" disks and eight 5-1/4"
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disks. You'll need about 2.5 megabytes of space on your hard drive if you want
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to install the program there (which is recommended, but not necessary). The game
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is unprotected, although the manual is absolutely required, as it's full of
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important hints and clues (some of which are mandatory for completion of the
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puzzles). It requires 512K (640K on the PCjr); a processing speed of 8Mhz or
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higher is recommended. Mouse and joystick are both supported, as are the Roland
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MT-32, Ad Lib, Game Blaster, IBM Music Card and quite a few other sound boards
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(as well as the internal IBM speaker). CGA, EGA, MCGA/VGA (both in 16-colors)
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and Hercules Monochrome graphics are available.
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ATARI ST VERSION NOTES
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For all practical purposes, the Atari ST version of Sierra's LEISURE SUIT LARRY
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III: PASSIONATE PATTI IN PURSUIT OF THE PULSATING PECTORALS looks, sounds, and
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plays identically to the IBM-PC version described in the main review. The
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graphics and animation are excellent, and the game is easily controlled with the
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mouse (movement, menus) and the keyboard (command entry).
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The LSL3 package for the ST comes with four 720K disks and an indispensible
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instruction manual (for all versions). Since there's no copy protection, the
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disks can be backed up onto floppies, or copied to a hard drive. I have no idea
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if 360K disks are available from Sierra, but it's safe to say that only the most
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demented person would want to play the game with a single-sided drive and eight
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disks. In fact, with well over two megs of data, LSL3 is more than the last word
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for those who don't have a 720K drive; it's a strong argument for a hard drive
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which -- while not strictly necessary -- certainly speeds up the many screen
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loads. Monochrome monitors are supported, as are Roland MT-32 and Casio CZ-101
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synthesizers.
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Sequels need hooks to keep a series alive and well, and the role-switching of
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LEISURE SUIT LARRY III does the job. LSL3 has enough raunch and silliness to
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please fans and delight newcomers. It might even be sufficiently obnoxious to
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irritate the covens of censorship nuts running around these days; if it does
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annoy them, let's all give Sierra a round of applause. As for Larry Laffer and
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the LSL series, I tend to agree with Josh: Larry should now be allowed to retire
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gracefully and live in bliss with Miz Right.
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LEISURE SUIT LARRY III: PASSIONATE PATTI IN PURSUIT OF THE PULSATING PECTORALS
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is published and distributed by Sierra On-Line, Inc.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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