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