Sarah
Is the sub getting you or the destroyer?
I finished this one -- w/ a lot of help from the Sierra Hints BBS (racking
up some rediculous long-distance charges, which I had to fork over to my
parents as I was only 15 at the time) -- seven years ago or so. I d/l'ed it
from an abandonware site (I still own it, honest, but on 5.25" floppies --
the manual is still req'd to finish the game and miraculously I unearthed it
from some dark corner of my closet) six months ago and played it again;
still not bad. It's got some very interesting spy-thriller type things to
do esp. toward the end, but the puzzles are HARD.
As far as the sub attack, one problem is that today's computers are too fast
to compute the sequence right. Make sure you slow things down a lot w/
mo'slo, but I remember it still being pretty tough. I believe you can pass
the sequence w/o destroying the destroyer by shutting off your forward
engines and diving to the bottom and just waiting. To escape the sub you
need to do some manuevering betw. thermal inversions, where there's a
drastic temp change (keep your eye on the thermometer). Unfortunatley I
forget the exact method to win, but I'm sure you can get it on the web
somewhere.
> Sarah
Chris
Catty
Is there any reason why they did this, and were there any other games as bad
as this?
Police Quest 1 - original. You had to use the manual for almost every
single damned move! I never liked copy protection much but if it appeared
more than once a session I could get furious.
- Richard
Is it good except for all the copy protections?
Allvar
In article <7o23hg$2kl$1...@news5.svr.pol.co.uk>,
ch...@mynos.REMOVETHISfreeserve.co.uk says...
> I was just thinking that Iceman has got to be one of the most overprotected
> games I've ever played. First of all, you needed the resuscitation
> procedures to save the girl on the beach. Then to drive the sub, you needed
> the manual to know what all the controls did. Then to plot the course on the
> sub computer, you needed co-ordinates from the manual.
>
- Richard
Allvar wrote in message ...
Grtz,
Phi
On Sun, 1 Aug 1999 22:18:40 +0100, "Charybdis" <nos...@nospam.com>
wrote:
>>Is there any reason why they did this, and were there any other games as
>bad
>>as this?
>
>
>Police Quest 1 - original. You had to use the manual for almost every
>single damned move! I never liked copy protection much but if it appeared
>more than once a session I could get furious.
>
>- Richard
>
I'd argue (just to be devil's advocate, of COURSE) that this was not
copy protection. The concept of the Jim Walls games (like the PQ
series and Iceman) was to learn actual procedures for being a cop, a
member of the military, etcetera.
And since these games were pre-Windows, released in the days before
companies stopped providing manuals and started providing all their
instructions on-disk, yeah, you had to have the manual or simply a
good walk-thru. But this wasn't copy protection.
If you consider this copy protection, then you must also consider as
copy protection the manuals that come with flight simulators. After
all, flight sims assign just about every key on the keyboard, and
you'd never figure them out by trial-and-error.
--Josh
Yes, true. But annoying none the less - a simple lookup system would have
worked, albeit with a little difficulty given low disk space.
>If you consider this copy protection, then you must also consider as
>copy protection the manuals that come with flight simulators. After
>all, flight sims assign just about every key on the keyboard, and
>you'd never figure them out by trial-and-error.
Just to be the devil's devil's advocate Josh, flight sims are ALWAYS
complicated but you can work them out piecemeal (well, I finished a couple
without glancing at the manual once), in PQ (just like every other Sierra
game at the time) you died for every little mistake, you were FORCED to use
it continuously. And Walls did go just a little overboard on the police
proceedure thing - a little like Spycraft, I'm not a CIA agent but I have a
feeling that a LITTLE intuition is required at times :-)
- Richard
- Richard
>Just to be the devil's devil's advocate Josh, flight sims are ALWAYS
>complicated but you can work them out piecemeal (well, I finished a couple
>without glancing at the manual once), in PQ (just like every other Sierra
>game at the time) you died for every little mistake, you were FORCED to use
>it continuously.
I think that was unique to the PQ series (thankfully). In particular,
I remember in PQ1, that you had to do the "walkaround" of the police
vehicle to inspect it before you drove off, otherwise you'd get a flat
tire.
Actually, as I recall, the worst part of PQ1 had nothing to do with
following the police procedures. The worst part was the driving. If
you were a SINGLE PIXEL over the white line at stop signs/red lights,
that was it -- you had to start over again.
--Josh
>tire.
Yes. The LPD Sabotage Squad. When I said just like every other Sierra
adventure game I was actually referring to the SSDS (Sierra Sudden Death
Syndrome) that plagued all of them IMO.
>Actually, as I recall, the worst part of PQ1 had nothing to do with
>following the police procedures. The worst part was the driving. If
>you were a SINGLE PIXEL over the white line at stop signs/red lights,
>that was it -- you had to start over again.
The two went together to make PQ1 a hugely infuriating experience. The VGA
update wasn't too bad though.
- Richard
The thing I remember most about PQ2 was (although you didn't die for it, I
was stuck for months) - you had to phone the operator at the airport to get
someone's number (I don't remember why), but that was all you were told -
phone operator. Since the game required you to type in the phone number, I
typed in "100" (the operator code in my country), and it gave the generic
"no-one answers" response. I tried a couple of other things, but nothing
worked. Not until much later when I found a walkthrough did I realise you
had to type "0" to call the operator. Now that is, in my mind, a badly
designed puzzle - any non-American would be stuck.
I was just about to replay PQ2 - but does anyone remember how you get the
locker combination? I read on a walkthru that it's on your ID card, but I
can't see it on the card anywhere.
Wasn't it somewhere in your car?
That's it, thanks!
I'd tried "look behind card", "look in card" and so on, I didn't think of
phrasing it like that.